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Counter-Strike: Bootman's Breakdown: SK vs. 3D

By: Chris Boutté - Published December 17, 2005 at 7:28 PM EST - Writer Archive
Bootman takes a look at the most exciting match of the day, the down to the wire SK vs 3D on de_nuke.
This was without a doubt the most exciting match in the upper bracket so far. Sure 3D went into double overtime with Fnatic in the round prior, but this was a much bigger match. 3D was taking on the reigning CPL champions in the quarter finals of the upper bracket. This match was probably more hyped than the SK versus NiP grudge match. Everyone wanted to see if SK could take on the currently #1 ranked team in the world. Then, on the other hand, everyone wanted to see if this hot streak that 3D has been on would hold up when being put to the test.

In this breakdown we will talk about each team and what went right and wrong for them on each side of the map. I will go into overtime, but I will not go into the third overtime on de_cpl_mill. That overtime really could have gone either way depending on who got the defensive side first. This is not just bias reporting either. Although both teams should have been brushed up on de_cpl_mill, neither team were prepared to play it. When you go into a match with a pug mentality, the defense is always going to be a little bit easier. And not to be on the 3D bandwagon, but they have a six man lineup and method does not play mill...at all.

We'll start off with the winner of this match...


SK.swe

Defense

The Good

The best thing that SK was doing on the defense was keeping 3D on their toes to the max. Like I said, defenisively, the old players from NiP were forced into a laid back style of play. If you watch SK play this map, they looked like they were on the offensive. Whenever 3D would even fake the upper bombsite, SK already had a strategical flank planned from the ramp. This is honestly something that I wanted to do with a team for years. Teams on defense do not understand how complex and tactical you can get even though you were supposed to just be holding your spot.

SK would buy at least one smoke, sometimes two at the ramp room. They also made sure that when they suspected the upper site was going to be taken soon, they kept the ramp entrance completely blinded by smoke. This made great cover for them to push up and flank 3D in the offensive middle without them really having a clue. This is going to be a huge evolution in the gaming community if teams actually paid attention to how SK planned this out very well.

On a side note, whether it was offense, defense, or overtime, fisker and spawn dominated. I was sitting behind both teams watching the match and all I saw were these two guys' names popping up on the left side of the obituaries for team SK. They both played extremely well, even in the de_cpl_mill overtime. Each player had their moments, and both of these guys were on fire the entire time. I am actually surprised that Snajdan didn't stand out more.

The Bad

Although I said this pre-planned ramp flank was a good thing, as soon as 3D caught on to SK's tactic, they were in trouble with dominator. He was given the job of watching for this flank and it really helped 3D not give up that one last round to take an early loss. Due to SK's over-thinking of this small map, it predicts future problems for their team. If you are a team that rotates too fast at all, you are going to be in a lot of trouble if a team catches on to you in the second or third round. We've all seen it a dozen times, and right now that looks like SK's biggest flaw.

Offense

The Good

Just like most teams, SK had a rough start against 3D. The hardest part about nuke is feeling out the defense. 3D had a huge lead against SK and SK was down 1-10 and just rallied up in the last four rounds to end the half 10-5.

The reason why SK had such a nice run towards the end, is because they found 3D's weakness. 3D is a very good team, they have decent aim, around the board if averaged out, and extremely good teamwork and communication. SK realized they weren't going to win doing the same tactic every round, nor win going slow and letting 3D get set up. SK began running fast paced tactics, but a new one every round. It seemed completely unrehersed and done right there on the fly, and they did a great job of doing it.

One round they would do is just swarm inside with smokes and flashes coming out of the door and then they would take the hut entrance and squeak door. The next round they would do the same thing, smoke ramp as well, and three would come from outside with flashes, completely blinding 3D at virtually every point you could watch the upper bombsite entrances. Then, the following round, SK would do the same thing, but send the bulk of their players towards ramp. It completely caught 3D offguard, and since it was so late in the half, 3D had no backup plan of adjusting to this fast style of play.

Winning four straight rounds at the end of a half, after a nine round deficit, really shifted the momentum going into the second half for SK.

The Bad

When SK would take it slow, there was absolutely no hope for them. Even if SK would get the first kill, 3D has such great teamwork, that it was ineffective. I will get into why doing a late tactic worked for 3D next, but for SK it just was not happening. That is all I saw SK do wrong. It is not often that a team is able to find out the defenses style of play, and SK had the same problem.
Continued (1/2) »
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