Kung Fu Cup 2026 Weekly #28
Lower Bracket Semifinal & Grand Final
Cast by LowkoTVPublished Oct 28, 20266 gamesWatch on YouTube ↗
Game 1 · Sanctuary
Watch game 1 from 0:00 ▶Mothership rush confuses Rogue, Skytoss wins
herO's early Mothership rush puts Rogue off balance. Mass recalls pull the Protoss army into Rogue's bases, then herO transitions into maxed Skytoss with Archons. Rogue banks resources but keeps a mid-game hydra-ling army and late corruptors. herO's Tempests and storm trade cleanly, and Rogue has no answer in the final fight.
Key moments
- 01Opening
Rogue cancels overlord to secure 14 hatch
Rogue cancels his first overlord so a 14-supply hatchery finishes before herO's probe can block it.
Why it matteredOn Sanctuary an early probe scout can delay a 15 hatch; this guarantees the natural.
- 02Harass
Adept trades for four lings and a drone
herO's first adept kills four Zerglings and a drone before dying to Rogue's lings.
Why it matteredOne drone for an adept is an even trade, but it forces Rogue to remake lings.
- 03Tech switch
herO rushes Mothership at 5:30
A Fleet Beacon finishes and herO starts a Mothership at 5:30 instead of blink or glaives.
Why it matteredIt is a weird off-meta build Rogue does not read or prepare for.
- 04Harass
Offensive mass recall drops army in natural
herO uses the Mothership's mass recall to bring his army into Rogue's natural and casts time warp.
Why it matteredRogue has no answer yet, and herO holds map control while transitioning.
- 05Turning point
herO crushes corruptors and hydras, then recalls
Rogue's corruptors walk through time warp into Tempests, Archons, and storm; herO recalls home after heavy Zerg losses.
Why it matteredZerg's bank cannot fix a bad composition; Protoss cost efficiency wins the fight.
- 06Finish
Tempests snipe Vipers and end game one
herO reveals with an Observer and kills Vipers with 12 Tempests at range; Rogue cannot engage.
Why it matteredWithout Vipers to abduct, the Zerg army cannot break the Skytoss deathball.
Second Mothership rush and mutas fail Rogue
herO repeats the Mothership rush. Rogue goes Spire for mutalisks, but Phoenixes and cloaked High Templar erase them. herO keeps pressure with drone kills and Archon-heavy pushes. Rogue's late Ultralisks hit too late and die to Immortals; herO closes out the series.
Key moments
- 01Tech switch
herO does another Mothership rush
herO starts a second Fleet Beacon into Mothership, same as game one.
Why it matteredRogue expects blink or stalkers, not a 5:10 Mothership.
- 02Harass
Mothership mass recalls into Rogue again
herO uses offensive mass recall to bring the Mothership and army across the map.
Why it matteredThe Mothership already has 13 kills and forces Rogue to react.
- 03Turning point
Cloak saves templar; hatchery falls
herO cloaks his High Templar to save them, then kills the hatchery and all of Rogue's mutalisks.
Why it matteredRogue's muta tech is worthless, and his economy is pressured.
- 04Harass
Phoenixes lift 10 drones
A Phoenix group flies around Rogue's bases and lifts drones, killing about 10 workers.
Why it matteredRogue drops to 60 workers and cannot support a proper late-game army.
- 05Decision
herO donates Phoenixes to Spore Crawler
herO sends his Phoenix group into Rogue's main Spore Crawler to free up supply.
Why it matteredHe wants supply for Archons and Immortals, but it's a strange trade.
- 06Finish
Immortals and warp-in crush Rogue's ultras
herO recalls half his army, warps in Zealots, and Immortals kill Rogue's Ultralisks.
Why it matteredRogue's ultra-heavy army has no answer to Immortals, and herO closes the series.
Clem punishes herO's no-splash army
herO opens Stargate and does some Oracle damage, but Clem's reaper and SCV scout the tech. Clem's medivac drop and proxy gateway pull herO apart. A widow mine blink accident costs herO units, and with no Colossus, storm, or disruptors, Clem wins the first game.
Key moments
- 01Opening
herO opens Stargate instead of blink
herO starts a Stargate after a probe block, skipping Twilight blink stalkers.
Why it matteredClem's SCV scout sees it, so the Oracle surprise is limited.
- 02Harass
Double Oracle costs Clem four SCVs
herO's first Oracle gets into the mineral line and kills four SCVs before Cyclone is out.
Why it matteredIt is okay damage, but the second Oracle is less likely to connect.
- 03Harass
Clem's medivac drop forces messy defense
Clem's medivacs drop in herO's main while a proxy gateway keeps Zealots out of position.
Why it matteredThe drop buys time for stim and combat shields; herO's defense is scattered.
- 04Mistake
herO blinks into widow mine
A stalker group blinks backwards into a widow mine while retreating.
Why it matteredIt throws away units and lets Clem keep map pressure.
- 05Finish
Clem snipes pylons and Immortal, wins game
Clem's army kills key pylons, denies armor, and kills the Immortal while Zealots retreat.
Why it matteredherO loses production and stabilisation; Clem closes out game one.
Game 4 · Old Sun Temple
Watch game 4 from 51:03 ▶Clem weathers early shenanigans, wins macro game
herO's proxy gateway fails to deny Clem's second CC, and Cyclones fish blink-less Stalkers. herO's mid-game Colossi push finds an angle but loses too many units. Clem's 2-2 bio and Vikings stabilise, then a marine drop and dodged disruptors close it out.
Key moments
- 01Mistake
herO block pushes CC into main
herO's probe and pylon deny the low-ground, so Clem builds his second Command Center in the main.
Why it matteredA low-ground CC would have died to Stalkers; this mistake costs herO a free advantage.
- 02Fight
Clem's Cyclones fish blink-less Stalkers
Clem kites herO's Stalkers with Cyclones while blink is only halfway done.
Why it matteredWithout blink, Stalkers cannot catch Cyclones and take free damage.
- 03Turning point
herO ambushes Clem's expensive army
herO's Colossi and Zealots hit Terran units, killing expensive units near the fourth base.
Why it matteredIt delays Clem's fourth, but Vikings and bio eventually win the trade.
- 04Finish
Clem's drop and dodge end game two
Clem's marine drop kills a base while his main force dodges disruptor shots and cleans up.
Why it matteredherO's army has no more Colossi; Clem secures the 2-0 lead.
Game 5 · Eternity's Edge
Watch game 5 from 1:06:32 ▶herO's Colossi counter Clem's triple CC
Clem tries triple Command Center, and herO blind-counters with four-gate blink. A supply block stalls the all-in, but herO takes a bad fight and then comes back with Colossi. Clem's Vikings come too late; pulled SCVs and bio melt to lasers, and herO gets on the board.
Key moments
- 01Decision
herO commits to four-gate blink
herO goes up to four Gateways and starts Blink Stalkers, blind against Clem's triple CC.
Why it matteredIt counters a greedy triple CC if Clem has no tanks.
- 02Harass
Bunker falls, but only two SCVs die
herO's Stalkers kill the bunker and warp in Zealots, but only two SCVs die.
Why it matteredThe push stalls; Clem's quick third CC lets him stay ahead.
- 03Mistake
Supply block stalls herO at 78
herO hits 78/78 supply while pressuring, stopping Warp-ins and probe production.
Why it matteredA supply block during an all-in gives Clem time to stabilise.
- 04Turning point
herO's Colossi roast Terran army
herO's Colossi roast Clem's bio while SCVs get pulled; Klem's sandwich fails.
Why it matteredColossi with prism support give herO army control despite earlier pressure.
- 05Finish
Colossus lasers close out game three
herO's Colossi and Stalkers kill pulled SCVs and Terran units; Clem's Viking count is too low.
Why it matteredWith no answer to Colossi, Clem loses, and herO takes the map.
Game 6 · Rorschach
Watch game 6 from 1:14:43 ▶Clem denies herO's gold base and wins
herO proxies and goes Void Rays, but a widow mine blunts it. Adepts die in a bad move command, and Liberators lock down positions. Clem adds Ghosts and barracks, then surrounds herO's army with stimmed bio to win the final.
Key moments
- 01Harass
Clem's widow mine blunts herO's proxy
A widow mine hits herO's early units at the proxy, and Clem feigns weakness.
Why it matteredIt blunts herO's early game and lets Clem scout the Void Rays.
- 02Mistake
Void Rays and Adepts die in costly exchange
herO move-commands Adepts into Clem's army; nearly all Protoss units die, leaving one Void Ray.
Why it matteredStimpack is delayed, but herO loses his early pressure.
- 03Turning point
Clem's Liberators lock down herO
Clem sieges Liberators in key positions, making it hard for herO to attack into.
Why it matteredVoid Rays and ground units cannot break the Terran position.
- 04Finish
Clem surrounds and wipes herO's army
Clem stims in with a massive surround on herO's army, killing most of it.
Why it matteredherO's supply triples down; Clem wins the final game.
Footage and commentary: LowkoTV on YouTube. Each still links to that second of the video. Written from the commentary, so it can miss what the caster didn't mention.
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