How This SPEECH Won SENTINELS A Championship

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when Sentinels had their backs against the wall against geneng coach Kaplan gave an incredible speech which helped completely turn around the series prior to the speech Sentinels were down two maps to one and barely won their only map on bind in overtime but after the speech Sentinels dominated the final two maps of the tournament and became major champions for the first time since 2021 in this video we're going to take a look at how Sentinels were playing before the speech what coach Kaplan actually said during his speech and how it completely changed how sentinals were playing the game ultimately leading to their victory over geni first let's revisit what kind of team Sentinels are when they're playing their very best when Sentinels are dominating the competition they're one of the smartest teams in the world John CI and the coaching staff are incredibly good at making tactical adjustments and Sentinels win a lot of rounds from great calling alone but there's something about Sentinels that's arguably even more important than their tactics and that's their eagerness to take gunfights this is a huge part of their team identity and a good use of their mechanical prowess on players like zekin and tens but they're not the only two people who like challenging enemies you'll often see both John cutie and zelus who are the team's primary callers also look for fights aggressively and they're both very stubborn in giving up free space Sassi is the least aggressive of the squad but he ties everything together and now you've got a smart team who are never scared to shoot you back which is the ultimate combination in valerant but as you'd imagine it's hard for any team to balance these slower methodical rounds with the more aggressive ones and with the nerves of their first Grand Final since 2021 kicks in you might start to have a problem I get like yeah we're the smarter team let's slow play but nothing's happening you guys aren't making anything happen that was just a tidbit from Kaplan speech that we'll come back to later on but it gives us a good starting point for what kind of problems Sentinels were having during the first half of the series throughout the first three matches the Grand Final Sentinels lost their aggressive fire and got too caught up in trying to outsmart jeni jeni are probably one of the worst teams to be overthinking against because they will fight you no matter what and if you aren't ready to shoot your gun at all moments in the match you're going to have a bad time against them this was the most noticeable for Sentinels on their attack sides where they're supposed to be the ones dictating the tempo but in many cases throughout these first couple Maps it seemed as though gen G were the ones dictating the pace Bree for example is definitely a map where you can get caught up with trying to out lurk your opponents and outpos them rather than to just fight them straight up and this is exactly what started to happen for Sentinels on map one on attack Sentinels started out the half by running a lot of slower rounds and try to outplay geni by working the map now don't get me wrong this makes perfect sense from a tactical point of view Breeze is a massive map Jeni's comp has no Sentinel and on top of that Jenji have a yoru who will always have presence on both sides at the beginning of rounds because of his TP we actually saw early success with this slower play style on the pistol round where sentinel's fake pressure towards B which gives zeen a huge timing to lurk through halls and secure the round because this initial play worked so well it's got to have Sentinal thinking well we should just play slow and smart but in the very next round we can see exactly why gen G are not going to let that happen on antio Sentinels start the round out very slowly by taking a main control while simultaneously holding for pushes on the other side of the map eventually John cue moves his lurk from elbow into mid and keep in mind the time is starting to take down a lot now we're going to see Jenji dictate the pace of this round and as soon as they identify that JN cutie is mid alone they forced to fight onto him and get the opening kill Sentinels are forced to go out a but Jenji have already stacked there and are ready for them tenens has to take a wild fight pushing through his own Viper wall and then he runs back to sight to flash through the smoke to gain some crucial kills to help save the round by all means this was a terrible position for Sentinels to be in and quite frankly they should have lost the round but it was all a result of playing a little too slowly and timidly against a team like gen G now there's always a delicate Balancing Act going on between playing slow and playing fast I'm going to break down exactly how John CD is adjusting his calling throughout this match to try to find the ideal pacing for each round Sentinels knew that they should have been burned by that that Tempo last round and in the next round he tries to adjust this accordingly they still start with default control in both B Main and a main but immediately move into an a split now they're doing something much sooner into the round as opposed to last time where they ran the clock down under one minute before they were forced to react unfortunately their timings are a bit off as the A- main players are stalled by Aster utility and this gives jeni the chance to focus on all the players mid and kill them in my opinion this was actually very well executed and simply needed some adjustments for it to work Sentinels did enough on the map at the start of the round and you can see yoru committing his TP onto B right before Sentinels RI their execute onto a their timings were pretty good but they were just not set up to deal with the aser utility which cut off their a main players Sentinels also had no Halls control this round to punish the stairs player nor did they have jet and a main to go through the asra utility so either of those adjustments could have made this midsplit work but because that round seemed to turn out so badly for Sentinels it's reasonable for John QD to want to go back to what actually did work and that was the slow default with the jet lurk in Halls that we saw on pistol now in the next round they're running another jet lurk of halls but this is probably the exact type of play style that Kaplan started to get frustrated at because it continues to shy away from the mentality to challenge jeni headon if you saw my last video you already know that jeni are way ahead of this play and catch zein completely unprepared with another push when you start to get picked apart on defaults like this you're going to lose some confidence as a team because you never get a fair chance in shooting them back and unfortunately this kept happing for Sentinels over and over throughout this map well miraculously Sentinels end up winning this round and it doesn't help their confirmation bias because Sentinels kept running these slow defaults and kept getting punished throughout this entire map in the very next round Jenji are on an Eco and Sentinels are just running down the clock again it's honestly pretty common to overthink these antios but this was definitely another case of that instead of grouping sooner rather than later they run down the clock to nearly 40 seconds remaining and when they finally find their opening in mid Sentinels are still in awkward position spread across the map this kill implies that they should do an a split but Sassi feels like he's got to lurk onto B unfortunately for him Munch can walk pushed into B main earlier and this gives him a free kill onto sasi now Sentinels are forced to hit a again with time taking down so low this time pressure forces attackers to make a lot of mistakes and jji have opportunities now to punish Sentinels who have to clear so much towards a Jenji are able to close out this Thrifty by fighting in a main and in hindsight losing this Thrifty was the biggest mistake of the game because Sentinels did not win another round unfortunately this wasn't actually the end of these disjointed lurk attempts that cost Sentinels because in the final round of the map we see another attempt to lurk up Hall from John cutie laia makes a sick play to camp this corner the entire round and this catches John cue on a timing again not ready for a real gunfight the worst thing about this lurk though is that the rest of Sentinels aren't really drawing any pressure at all just look at what they're doing when John ctie decides to start making noise the rest of his team could be going out onto sight for example but everyone is holding passively and making no noise at all which gives jeni a good chance to again make the first play and set the pace of the round Sentinels are again forced to take sight reactively off of this failed lurk and this became the story of how the first map went down and a good starting point for the motivation behind kaplan's speech these long defaults were not giving them any advantages against geni and more often than not put them out of position to get killed without real chances to shoot back but kaplan's speech was after the third map on Ascent so let's take a look at how the problem persisted on that map as well remember that we're mainly talking about their attack side because while they were other issues going on on defense they were at least competitive during that half but shortly after Sid swapped on Ascent Sentinels started slowly falling into the same hole that they did on Breeze I think the first round of the half actually went great Sentinels started out with fake pressure towards mid using a silver Dart and a catm smoke they also sent a KO knife into a main and now have created map wide pressure on their default then they have all five players immediately move back towards Bain once they wait out the sad Dart jeni are are completely unaware that five players are towards B and Sentinels have a great timing to hit sight while SOA is alone this time they aren't waiting around too long and immediately take action off of presence elsewhere this results in a very winable 3b3 postplant situation that Sentinels are just not able to close out this round looked very similar to the other round on Breeze that we looked at where Sentinels start out in a default threaten some map wide control but immediately worked into the a split shortly afterward Unfortunately they also lost that round on Breeze which started to make them play slower and slower and that's exactly the same thing that happened on Ascent this next round is just an Eco for Sentinels but I want to point out one small thing that actually implies a lot they start this round by threatening a fast B execute Jeni's KO knife scans everyone but you can still see zein peeking all alone while his team decides against fighting this is a super bad sign that sentinals are not on the same page and whether or not this is a good or bad Peak it doesn't really matter you can still Zin is eager to challenge NG while the rest of Sentinels feel inclined not to again this is just an Eco round but you still want to be making a play together if possible and after a death like that there's basically no hope left to win this Thrifty but we'll see the same thing in the next round where Sentinel are running a slower 131 default while Sentinels are taking their time creeping up mid to take control it's actually jeni again who are the first ones to make a move and punish John cuy alone towards be this is exactly what we saw happen multiple times on Breeze well now Sentinels are reactively executing a again because they've lost complete control of B and jji are way ahead of this plan as they've already heavily rotated towards a after the pick Sentinel lost this round the exact same way they lost numerous rounds on Breeze which involved a slow default that got their weak side punished the first signs of life for Sentinels happened in round 17 where geni set up a three-man push through mid this is the first time that Sentinels actually found an opportunity to challenge jji head on although Sentinel set up a 131 default originally tens run straight to Mid from his a main lurk to help and it's this simple act to decide to group and just fight together that not only confirms this kill on meteor as you can see he's got two Targets on his screen when he swings but this Choice also results in the Revive on zelus and keeps pressure on Mid which helps John cue get this lurk onto B in the first place if we compare this round that we just saw where sentinel's pressured mid leading to a lurk timing for John Q with the other round on Breeze where we saw John C caught out in Halls alone while the rest of his team was passively waiting in a main there's a world of difference the eagerness to challenge and fight back opens up opportunities and contrary to popular belief will create more consistent rounds in the long term we're going to come back to this idea later on when we see how Sentinels changed their play style after kaplan's speech you could see capin really animated after this round maybe relieved that Sentinels were finally able to challenge Jeni's an Antics and fight them to create an opening rather than just waiting around for jji to make a mistake unfortunately this did not become the new normal for Sentinels in Round 19 Sentinels work their 1 through1 default again they slow play into mid and make a play to take control of cat but after that they pretty much hold the line for the next 30 seconds not really taking any Peaks or challenging angles watch how everyone is just holding for a push again until John CTI as the lurker is the first one to take contact in mid and gets killed seem familiar now this death forces Sentinels to hit the other side of the map again and jji can easily read this knowing that John cuti is usually their lurger towards be and another consequence of not taking enough real Peaks is that Defenders will still have important utility like this KO Molly which completely denies the push through cat at this point it might seem obvious that Sentinels really need to be looking for some riskier Peaks throughout their default but it's also important to point out that Jenji are doing a really good job at mixing up their rounds jeni is one of of the most aggressive teams out the gate only second to paper Rex and are always hunting for kills and fights to win the rounds Sentinels have been punished by fast aggressive pushes in previous Maps but also by late round pushes we just saw so many walk pushes on Breeze which caused Sentinels to get picked off so many times Jenji has been taking these timings to push all series so far and actually Sentinels were able to punish Jenji multiple times already by simply holding angles that don't give away information which baits the push in this clip on bind Sentinels took long be control but felt it was not a good idea to continue the hit sight all they do is run the sky heel and wait in Long not peeking deep into the angle After Time ticks down a bit jeni are hungry for information and start to do their patented walk push but walk right into sentinel's crosshairs again and lose the round because of it but ji just happened to be super disciplined when it mattered this just made it look like Sentinels were doing absolutely nothing when they were explicitly trying to ji's play style the same type of thing happens again on round 20 where Sentinels don't do anything for the first 20 seconds of the round and just hold which is arguably the most important part of a default because you lose your chance to instantly fight for space then finally they work into their 131 but time is already low and they don't have much left before they have to work into an execute now there are less than 30 seconds to hit a sight Sentinels use Z to fake a but I really don't like these sacrificial fake plays because again Zin doesn't really get a fair chance to fight time pressure starts to sink in again for Sentinels and geni can confidently commit to sights they even preemptively Dro this defensive kill dry Al which causes Sentinels to scramble out onto B since they can't afford to take their time during this execute texture finds a bunch of kills with their backs turned to get to map point now Sentinels take a timeout before the last round which is perfect foreshadowing for the speech to come after this game What's really cool is we can actually see Sentinels make perfect adjustments to their play style on this last round probably because of instructions from Kaplan this round Sentinel start in the mid default but instead of waiting an entire minute before hitting a sight they immediately work into a b split and this is again the timing that is the most consistent this is one of the first rounds in a while that Sentinels are getting some real back and forth opportunities unfortunately the bomb is ultimately dropped in market and they aren't able to win this round but at least they ended on a round that showed some promise their adjustments just came a little too late for Ascent and now you know exactly why Kaplan was so frustrated at their gameplay throughout the first three Maps I can't like yeah we're the smarter team let's slow play but nothing's happening you guys aren't making anything happen you're not making any plays you're not looking for anything in these rounds until there's no time left and when we're splitting like we're like half of us are running in the other half aren't I'm sorry I'm angry because I just don't feel like I'm watching you guys up there I don't know how you feel I want to know how you feel but I feel like we're playing like total stop that like go in there and be a confident team that disrespects them that calls them every round win or lose that swing them and if you swing and it's a dumb swinging you guys I don't care anymore we don't look confident and we don't sound confident and it's a goddamn shame and if you guys fix it right now we're going to win we're going to win three two and we're going to go oh another lesson learned but hey thank God we learned it in the middle of the series woo trophy like SKS performance bonuses like I love you guys and I just don't see it right now I don't see the confidence and I don't see the hunger that I believe the other team has right now and that that you know you can move the pace of a game around strategically but like you need to want to them to feel like you're going to them to look for opportunities to do it I just not I believe in you guys whole team likes to fight we need to stop letting them like we're playing our attack like defense yeah and then we're playing our defense not like def like we're just allowing them to come into us on both sides like we need to go into them we need to show them that we want it more than them we need to do everything that cap said and and don't don't be scared just I want to flash here I want to do this like let's just do that do that was an awesome speech and we know it worked because Sentinels completely transformed their attack side play style and adjusted their priorities in the next map on split in the first round of attack Sentinels send all five players up ramp historically we've seen how Sentinels like running variations of ramp control as their main attack strategy on split so Sentinels are continuing to run tactics that they're comfortable with but with a completely different mindset this game compared to last game we can see that Sentinels are immediately challenging ramp and it turns into an allout brawl they're very aggressive to make sure that ji know that they need to be scared of ramp pressure this game this entire round is essentially decided through multiple fights on ramp and heaven and just came down to whoever hit their shots even though jeni technically won this round mind you with a total of 22 HP remaining Sentinels were still able to accomplish their goal if you end up losing around you still want that to contribute to the greater game and you always want to make sure that when you're losing you're losing to these close gunfights rather than these rounds where you're just getting shot in the back or killed with no chance to fight back on their gun round Sentinels use that earlier ramp pressure to run a variation of one of their best strats on split which is to simultaneously take mid and ramp control to Crunch fence and a heaven we've seen them run this play fast but this time around they're running it slowly with three players working up a main and two players working up mid they slowly work up a main with Cipher utility which makes jeni think that it could be a solo lurker and this give Sentinels a chance to punish the Peaks Genji are clearly familiar with this type of setup as you can see k attempts a play to timing push the male smoke but zelus purposely hangs back to watch for this exact type of play and gets the kill these events open up a and secure a solid round against ji's bonus now that Sentinels have shown that they aren't scared to fight for ramp they can actually run a lurk this is the first time their setup resembles a 131 spread out default let me explain why this setup is very smart but also straightforward the natural response for Gen after heavy ramp control in Prior rounds is to either overinvestment is without John CI being in danger he can call for the Viper wall to threaten the aain cross and then watch for any signs of a trap play and gather information of a jump spot or something like that John Cy ends up seeing nothing throughout the entire duration of the Viper wall and from this he makes the read that jeni have chose to give up a main this round now he calls his team over to take control of ramp and converts it into into incredibly important control in heaven Jeni's Opera was playing towards screens but can no longer play this elbow angle and look for shots into a main because Sentinels have full control of Heaven this forces him to back off deep elbow which is just about one of the worst spots for an opera to be in he gets pushed from both sides and the round is over another amazing round from Sentinels where they're able to win by outsmarting ji in a slower default but remember that this entire round only worked because of the aggression from the earlier rounds and that's not the end of it after a Timeout on Round 19 Sentinels run one final variation off their earlier ramp control which is to throw all this utility towards ramp and fake control in response jeni invests a bunch of utility to reclear ramp and you can even see Kon rotate away from the close angle and mid as ji tried to figure out what Sentinels are trying to do now when texture comes back to vents he's surprised to see sentinals already pass the midm smoke and this one pick sets up a great mid- round play with the cipher when The Cypher pings and sees that a is weakly held Sentinels make the simple rotation through vents work the trades through heaven and then take sight to win the round winning this round completely breaks Jeni's economy and they're able to snowball this into a win on split this was the first attack half that Sentinels had complete control over and it all started from their change in play style from the very first round and finally we saw Sentinels keep this up in their final attack half on ice box if you watch the rounds closely you can see that Sentinels actually started out a lot of the rounds quite passively their default setup involved holding for pushes and Peaks towards mid and B while always sending a couple people to slowly take control of a main even though Sentinels always started the rounds out slow they stopped letting time become an issue they started this pistol round out passively but by 1 minute are already full hitting a and the round comes down to a bunch of gunfights and Sentinels come out on top this time around on their bonus round they start with mid pressure and throw gecko's dizzy towards a sentinel still take a little bit of time to hold for a push but don't wait too long before fully ripping and execute onto B which is the exact type of round that will always give consistent results this play gave them a really good chance to win this bonus and even though they ended up losing they did a lot of economic damage on round 16 they just straight up Rush be out of the gate which is a pace that we really did not see from them much before and they actually kept this up every single round Sentinels always decisively moved into executes without running down the clock too much and continued to take the fights on the entry together this went on until the final round of the tournament which is a perfect example why over complicated strategies especially in a longer series are far less important than simply taking fights together Sentinels start the round out by threatening the bit with Ze dashing top tube and Sassi sending thrash through b main they're able to get a detain on jet and get the opening kill but instead of pushing through mid or trying their own play zelus and Zin decide to just group as five with the rest of the team this is what Sentinels were doing after a pick on map one and now this is what Sentinels are doing after the speech on map five laia Peaks into all five players that belong and has way too many targets to get anything done now all five players make the journey back to a together to keep it simple Jenji attempts to challenge them one last time but Sentinels are all prepared to fight this time around they get all the tra needed to close out the game and finally win their first major event since 2021 sometimes even at the highest level in the grand finals all you need to do is get your teammates together and shoot them back if you made it all the way to the end of the video thank you so much for watching sorry that I've been a bit slow with the uploads last month but I'm back now and will be uploading regularly again so make sure to subscribe for the next analysis video thanks again and I'll see you guys next time
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Channel: Platoon
Views: 148,465
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Keywords: valorant highlights, valorant champions tour, valorant esports, sen tarik, vct americas, valorant radiant, sen johnqt, sen tenz, valorant clips tenz, sen masters, valorant masters madrid, valorant sentinels vct, sen vct, sen zellsis, valorant highlights tenz, valorant highlights 2024, valorant 2024, vct analysis, valorant analysis, valorant pro analysis, vct analysis 2024, vct masters madrid, vct pacific, vct sen, sen vs gen, sen vs geng, sen champs
Id: kclJ0or21Dw
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Length: 24min 1sec (1441 seconds)
Published: Fri May 10 2024
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