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 Post subject: 3 simple questions
Post #1 Posted: Mon Feb 22, 2016 7:18 am 
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Hi guys,
I went to a online go school as a spectator and now, watching thousands of videos, I play way better than two months ago :batman: But in my recent games I encountered some difficult positions and I need your expert judgement.

It' my nemesis: the one space low pincer after keima approach on hoshi stone. I need to clarify all my leaks. I tried to play double approach and the jump/press joseki, and things went so and so, but I still struggle...

Here you will find 3 questions in the 3 variations below that need some kind answer
Thank you in advance.


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 Post subject: Re: 3 simple questions
Post #2 Posted: Mon Feb 22, 2016 8:01 am 
Oza
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Answers and attempts at answers:



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 Post subject: Re: 3 simple questions
Post #3 Posted: Mon Feb 22, 2016 9:40 am 
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My guess is that the double approach is the reason it is not played on top level. I learned from Haylee, that sometimes when you really want to get one side, but you are sure your opponent will pincer, when you come from the other one(because circumstances force him to), it is better to exchance approach/pincer and then double approach from the side you want to get, then just approaching that side directly. By that reasoning(I believe Haylee knows what she is talking about) the position after the double approach is considerably better than just to approach from inside(C6) first, and while you would prefer the outside approach over the inside approach, beacuse you can build something, that should not weigh as much, as both sides are equally wide.

Therefore, I guess one should only pincer(in combination with hoshi) if that side is really clearly more important then the other one.

Edit: it seems I'm wrong and the real reason is the jump to the corner as knotwilg said, as it is being played much more frequentlich according to ps.waltheri.net.


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 Post subject: Re: 3 simple questions
Post #4 Posted: Mon Feb 22, 2016 12:48 pm 
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Schachus wrote:
Edit: it seems I'm wrong and the real reason is the jump to the corner as knotwilg said, as it is being played much more frequentlich according to ps.waltheri.net.


The problem is that in the "jump corner variation" almost always kyu player plays the block variation (the one in which black take the small corner in sente but allowing white to have a big influence and a nice wall) instead of the "intercept one" (in which black gives up a stone but take the corner and a breakthrough to the center).

The problem in that variation is that if you are a strong player surenly the game is playable but if you are a weak sdk like me it's not always clear how to play without many worries. In fact I think that I won many games as white playing that pincer mainly because people don't worry about that variation and since is not fashioned (people always play the intercept move) they always play improvised plans and they always get a bad start.

Since I hate to play without opening preparation, I was wondering about why that variation seems abandoned and why nobody gives a solid and quiet way to deal with that pincer. :study:

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 Post subject: Re: 3 simple questions
Post #5 Posted: Mon Feb 22, 2016 12:56 pm 
Oza

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Fllecha wrote:
The problem is that in the "jump corner variation" almost always kyu player plays the block variation (the one in which black take the small corner in sente but allowing white to have a big influence and a nice wall) instead of the "intercept one" (in which black gives up a stone but take the corner and a breakthrough to the center).


Err... What are the jump corner variation and the intercept variation? I'm not certain what you're referring to.

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 Post subject: Re: 3 simple questions
Post #6 Posted: Mon Feb 22, 2016 1:14 pm 
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I assume he is afraid of c4 instead of d3(which is only joseki If w has a stone on the left).

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 Post subject: Re: 3 simple questions
Post #7 Posted: Mon Feb 22, 2016 1:25 pm 
Oza
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He's talking about the wall without extension indeed. And it's not a trivial question:



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 Post subject: Re: 3 simple questions
Post #8 Posted: Mon Feb 22, 2016 2:30 pm 
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Knotwilg wrote:
He's talking about the wall without extension indeed. And it's not a trivial question:



yes this is the point and indeed it's not a trivial question because it's not easy if you are not a strong kyu/dan level player have a comfortable game as black.

I am grateful to Knotwilg to explain some more features of that variation, and I will be grateful if somebody else can add some other variations ;)

If you can, I prefer some variations also when black make a base and then jump in the center with one space jump and then white peeps that jump (like white peeps on D11 when black has a base in C13, C10 and jump on E10.

thank you

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 Post subject: Re: 3 simple questions
Post #9 Posted: Mon Feb 22, 2016 3:57 pm 
Oza
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Fllecha wrote:
Schachus wrote:
Edit: it seems I'm wrong and the real reason is the jump to the corner as knotwilg said, as it is being played much more frequentlich according to ps.waltheri.net.


The problem is that in the "jump corner variation" almost always kyu player plays the block variation (the one in which black take the small corner in sente but allowing white to have a big influence and a nice wall) instead of the "intercept one" (in which black gives up a stone but take the corner and a breakthrough to the center).

The problem in that variation is that if you are a strong player surenly the game is playable but if you are a weak sdk like me it's not always clear how to play without many worries. In fact I think that I won many games as white playing that pincer mainly because people don't worry about that variation and since is not fashioned (people always play the intercept move) they always play improvised plans and they always get a bad start.

Since I hate to play without opening preparation, I was wondering about why that variation seems abandoned and why nobody gives a solid and quiet way to deal with that pincer. :study:

[Emphasis added]
The problem above is natural and can not be solved by studying joseki or fuseki. Sooner or later in every game you have to leave the 'book' lines behind and choose your own plays. If you have no worries, your opponent is too weak to give you an interesting game. This applies whether you are a weak sdk or a pro.

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