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 Post subject: ASR game
Post #1 Posted: Tue Jun 07, 2011 10:33 am 
Oza
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I played white and I'd like to hear a few comments. There are a few questions in the SGF. Thanks.



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 Post subject: Re: ASR game
Post #2 Posted: Tue Jun 07, 2011 8:01 pm 
Oza
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daal wrote:
... a few comments.


Think of these as thoughts which I'm hoping to hear criticized... clearly I don't can't answer your questions any better than you can.

Move 24: To me, this corner looks amazing for white. Consider that once you play S15, you've sealed him in 100%, in sente. I'm not sure if S15 is the right move (could be aji keshi...) but if there's another moves that's even better for W, so much the better.

Move 30: Why not 3-3? This is the canonical position for the 3-3 invasion. As I understand it, the purpose of that attachment is to make miai between forcing him to (tewari-wise) block the 3-3 on the narrower side, and getting a side position. Here, though, there's no enclosure for you to avoid. I'm not sure how you could make k17 weak by making his stone in the corner stronger, would you say more about this idea?

Move 46: It seems that your upper-left wall is far too close to be making another group here. I'm not sure if R8 is the best move, but I would guess that keeping him from getting a base is key here -- it's not just about getting a few points of territory, it's about harassing him later.

Move 50: It is early to attack, but you might think of it as a probe instead... once you know how he wants to defend the cut, you can plan a good counter attack. I might have played M5 or S6 first.

Move 54: I think S6 is important here. Maybe he can run away, but he's under more stress than you are.

Move 62: This seems ugly to me... first of all, it's a raw peep (why peep when you can cut?), secondly it takes down liberties on an important string, while you still owe him a move.

Move 68: Hmm, maybe I'm missing the follow-up, but this seems too far.

Move 90: You have a lot of potential in the center. If I played here, I would play higher, but I think E12 or G6 are a better area...

Move 116: I think you should threaten to take the corner first.

Move 121: What about D12? If he connects, then you have a forcing sequence that give you a lot of room for eyes.

Move 215: W F17 comes so close...

Move 222: Are you afraid of a 4-move approach ko??? Imagine if you had played at B13...

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 Post subject: Re: ASR game
Post #3 Posted: Tue Jun 07, 2011 9:13 pm 
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I added a few comments, just in the first 50 moves.


Edit: *I don't mean to suggest s15 instead of connecting the peep.

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Post #4 Posted: Wed Jun 08, 2011 11:47 pm 
Oza
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Thanks for both of your comments. I'm afraid I can't answer your question about move 30 JTS, I guess that it was a half-baked idea to make miai of the corner and weakening the top because I didn't have a clear follow-up of how exactly to pressure k17. Loon's suggestion of playing g17 instead a bit earlier seems to be the better idea. I also liked your suggestion for move 116.

As to this summary by Loons: "You and your opponent and everyone really could stand to have better technique," I'm sure you're right, but I don't know what you mean. :-?

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 Post subject: Re: ASR game
Post #5 Posted: Thu Jun 09, 2011 1:13 am 
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If you mean "could stand" - it's probably descended from "can't [with]stand".

If you mean "give me an example", I was avoiding doing that because I'm not that much stronger than you. I think we can agree both players botched the fight from 50 to 87. (My prescription for bettering technique is large, regular dosages of tsumego, surprise surprise.)

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Post #6 Posted: Fri Jun 10, 2011 5:55 am 
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daal wrote:
I played white and I'd like to hear a few comments.


I enjoyed analysing yor game a lot. I like to share my observations. Not because I think they are any better then the previous comments but to get some feedback on them.
Anyway please remember I'm not stronger than you or any of the other commenters so feel free to laugh. But pls don't say so;)
The most important points I added are Ishida's josekis in the UR corner, showing your result is much better, and my suggestion that Q2 is the vital point in the LR corner instead of S2. Your opponent allowed a Houdini escape in the LR.
It was funny both of you let the LR unsettled for so long. Maybe too difficult to read during the game?

My comments are in the eidogoplayer indicated by cy for cyclops.



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 Post subject: Re: ASR game
Post #7 Posted: Sun Jun 12, 2011 8:41 am 
Oza
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cyclops wrote:

I enjoyed analysing yor game a lot.


And I enjoyed reading your commentary quite alot. :) It looks like you found quite a few real big mistakes and offered up quite a few interesting ideas that hadn't been on my radar at all. Thanks!

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 Post subject: Re: ASR game
Post #8 Posted: Fri Jun 17, 2011 6:28 am 
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Quick comments.

You must absolutely play at S15. This is double-sente and big, because if black plays there, you are denied the possibility to move there. That point was bugging me throughout the game...

Other than that, I'll say the end result in the top right definitely favours white (and I am a territory guy). You are strong, so you can look at attacking black groups anywhere and don't have to worry too much about him attacking you! For example, moves like G17 or H17 look really interesting now. :w26: feels like too much though. I would probably just pincer in the bottom right or play something like G17 instead. You don't have to build whole-board moyo for your wall to be effective. Just let it sit there and know that you can start a favourable fight at any time. That's the way.

At :w48:, R8 is definitely better.

:w50: should be at P3, I think. Feels more solid.

In the ensuing fight, you consistently push from the wrong side. Namely: you push black towards your weak group, rather than reinforcing your weak group by pushing your opponent away. This is important!

:w52: pushes from the wrong side. Better at P3, I think.

:w54: pushes from the wrong side. Better at, for example, N7.

:w56: is an overplay, and pushes from the wrong side. Better play something around M4.

:w58: is an overplay, and defends an unimportant stone.

:w62: and :w64: are overplays defending an unimportant stone. Better connect at O4 and move out.

Finally, after :b65: it's basically over. The only reason you get back a bit is that :b83: was a blunder - should have been at K2.

Anyway, nice fight :)

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 Post subject: Re: ASR game
Post #9 Posted: Sun Jun 19, 2011 3:43 am 
Oza
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gaius wrote:

In the ensuing fight, you consistently push from the wrong side...


Thanks for pointing that out. It's strange that one knows these principles and nonetheless neglects them during a game.

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