Kick, descend; Questions.

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zac
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Kick, descend; Questions.

Post by zac »

Hi all,

In one of Guo Juan's lectures, she talks quite a bit about joseki and mistakes when kicking an approach to a 4-4. Some of these have been invaluable for me in games in the past, especially on Tygem where often they will kick, you extend, then they pincer (usually at H3).

She gives the example below, up to move 5, as a mistake for white, and the hane at the head as good for black. Can someone give me a few ideas of what to do if white then jumps like move 6 in my diagram?

Many thanks!

Uberdude
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Re: Kick, descend; Questions.

Post by Uberdude »

A few choices:
- g4, where white should probably have played for 6. Strong and solid
- c3 keep the corner, stop white base there. Was it good or bad exchange for white? Probably bad as might liked to have played 3-3 instead later, but for endgame could be nice. White is thin though.
- e2 push, expect white to block e1, feels a bit crude but keeps white shape thin, means if white g4 hane you have a cut at g3 (but probably you would extend to avoid painful atari and then white owes a move). If white did spend a move at e2 later to fix the shape though black is unlikely to be sad.
- h3 pincer, more aggressive, even if white gets c3 it's not alive (maybe e2 first). g4 and f5 atari give you bad shape empty triangle, but white might die so can't really fight hard so you can probably suffer that atari.
- tenuki
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Re: Kick, descend; Questions.

Post by mitsun »

D2 is not a good move for W. It does steal part of the corner, but it is low and does not make territory or eye space. An easy mild punishment is C3, as that exchange looks good for B. The best shape move is G4, making center thickness while leaving no weakness, and keeping W pressed low. If you like fighting, G3 puts the most pressure on W. Crawling many moves on the second line in response is terrible, but cutting leads to a fight which looks good for B.
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