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 Post subject: 1d game on KGS
Post #1 Posted: Sat Oct 12, 2013 5:48 am 
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Hi,

I felt the fuseki went not alright for me as black. Maybe some stronger players can just watch the fuseki and tell if something was wrong there (the rest of the game was just insane fighting due to what happened in the fuseki).


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 Post subject: Re: 1d game on KGS
Post #2 Posted: Sat Oct 12, 2013 7:39 am 
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You're winning the fuseki to 33; if it's at L4 everything should be fine.

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 Post subject: Re: 1d game on KGS
Post #3 Posted: Sat Oct 12, 2013 2:45 pm 
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Mv. 17: Black should invade c6. The area involves the stability of two groups, which is larger than one Black stone on the bottom. If White responds with a simple influence variation and gets sente to followup on the bottom, then Black can play o3 to limit White or pincer high if White approaches the 4-4 stone. k4 would also be better.

Mv. 33: m4 has a better followup of o4, n7. The game move complicates the position when Black should be keeping it simple, because Black has a better position here. Finally, White has the c6 weakness, so when she comes back to protect it Black has sente.

Mv. 37: If Black wants to play this way, he should extend with m6. However, a hane is still stronger. Ex. m7, n8, m8, m9, j4.

Mv. 49: h2 is correct, with a followup of k2, l2, l3 -- Black is safe. White has to balance several weak points/groups, so Black shouldn't be worried about sente here.

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 Post subject: Re: 1d game on KGS
Post #4 Posted: Sat Oct 12, 2013 3:43 pm 
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logan wrote:
Mv. 17: Black should invade c6. The area involves the stability of two groups, which is larger than one Black stone on the bottom. If White responds with a simple influence variation and gets sente to followup on the bottom, then Black can play o3 to limit White or pincer high if White approaches the 4-4 stone. k4 would also be better.

I disagree. I think j3 is a great move, developing the open bottom side while defending the lone stone in the bottom left. Invading at c6 so early looks like asking for trouble to me.
logan wrote:
Mv. 49: h2 is correct, with a followup of k2, l2, l3 -- Black is safe. White has to balance several weak points/groups, so Black shouldn't be worried about sente here.

In response to h2, white will atari at j2. Then your followup sequence doesn't work, and white got a free forcing move compared to the game.

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 Post subject: Re: 1d game on KGS
Post #5 Posted: Sat Oct 12, 2013 4:49 pm 
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Thank you guys for your advices. Move 33 is basically a symptom of a deep problem of mine (that I have in real life too). I am always afraid and anxious...in case of go: that my opponent gets too much (influence). Therefore I like those split fusekis to prevent any bigger frameworks and moyos, because "it looks not so nasty to me". When I played moyo games I often lost because I felt so in need to try very aggressive because the moyo of my opponent looked so big....


This post by Pippen was liked by: logan
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 Post subject: Re: 1d game on KGS
Post #6 Posted: Sun Oct 13, 2013 2:22 am 
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VincentCB wrote:
logan wrote:
Mv. 17: Black should invade c6. The area involves the stability of two groups, which is larger than one Black stone on the bottom. If White responds with a simple influence variation and gets sente to followup on the bottom, then Black can play o3 to limit White or pincer high if White approaches the 4-4 stone. k4 would also be better.

I disagree. I think j3 is a great move, developing the open bottom side while defending the lone stone in the bottom left. Invading at c6 so early looks like asking for trouble to me.
logan wrote:
Mv. 49: h2 is correct, with a followup of k2, l2, l3 -- Black is safe. White has to balance several weak points/groups, so Black shouldn't be worried about sente here.

In response to h2, white will atari at j2. Then your followup sequence doesn't work, and white got a free forcing move compared to the game.


I like both suggestions (along with the reasoning) made by logan.
White D3 is simply greedy and weak shape. I don't think Black should give White the chance to fix his corner and turn the descend into a good move. And as logan points out, Black is flexible at the bottom. He can treat his lone stone lightly.
Regarding H2 (move #49): If White plays Atari at J2 then this is equally good for Black in my opinion because he can freely take this stone anytime he wants (thus making his group as good as alive) and when White chooses to counter-Atari, he has to defend the resulting cutting point, too.

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 Post subject: Re: 1d game on KGS
Post #7 Posted: Sun Oct 13, 2013 3:12 am 
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I also think that :w16: at D-03 is too thin. So my first thought for :b19: was C-06. However, after :w20: at D-07 I am not so happy with it. The slide to B-04 is easily countered at B-03, for instance. Also, strengthening the White stone at C-08 weakens the Black group on the side. I suspect that C-07 or C-05 might be better invasions, and that the invasion will wait.

I also think that a pincer of :w20:, maybe a two space high pincer, is better than the one space jump. The jump leaves the right side open for White to develop, instead of starting to build something with a pincer. Also, the Black group on the bottom side is a little too far away to make secure territory, but if White responds to the pincer by jumping into the 3-3 it will work well with the resulting wall, and if White makes a double approach instead, it will help in the fighting or at least hinder White's development.

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 Post subject: Re: 1d game on KGS
Post #8 Posted: Sun Oct 13, 2013 8:05 am 
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Pippen wrote:
Thank you guys for your advices. Move 33 is basically a symptom of a deep problem of mine (that I have in real life too). I am always afraid and anxious...in case of go: that my opponent gets too much (influence). Therefore I like those split fusekis to prevent any bigger frameworks and moyos, because "it looks not so nasty to me". When I played moyo games I often lost because I felt so in need to try very aggressive because the moyo of my opponent looked so big....

Go is great in that way. We can learn so much about ourselves from playing :)

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