entropi wrote:While agreeing, I would like to add that I find recent pro games a bit too complicated. I think old japanese games, like shusaku games, giving emphasis on good shape are better to study. Of course they are also too complicated for a kyu player but at least the fights are not unreasonably crazy and you may get a better shape feeling.
This is common advice, and I used to think it was also common sense, but I'm not so sure any more. The usual argument in favor of studying players who play normal, solid moves (especially Japanese games with long time limits or no time limits) is that the reading of the fights is less demanding. We've all heard this kind of thing:
"Study player X, because he/she plays normal moves."
Yeah, but that doesn't mean I can understand these "normal" moves either. Think about it this way: if I could understand all the "normal" moves in these games, then I'd be as strong as a pro. Since I am not, it means there is something I am not understanding even in those games. (Of course, real games are rarely normal from beginning to end.)
Fights are hard to understand because they are very sensitive to the specific tesujis available and the order of moves. One misstep and the whole position collapses. So when I review a game like that, it's easier to have that (correct) feeling of not understanding, because there are positions that I obviously cannot read.
If I look at a "normal move" game, the situation is different. I see a move, and I think "oh, yeah, I might play that move, it's a natural shape" and feel good about it. I congratulate myself on my deep perception and game sense.

The problem is that there are a lot of other "natural" shapes that I might have played instead if I were playing game, many of which a professional would consider unplayable, but it's not so easy to see that when I am reviewing by myself. So when I study a normal move game and think I understand it, I'm really just fooling myself. Such games require very accurate and frequent positional judgement. I saw one the other day where a pro commented that the particular opening is very tiring to play because the players have to count a lot with each move. I certainly was not counting with each move as I was reviewing it. I was just saying, "yeah, yeah, normal move here, right direction there, blah, blah, boring." I have come to dread this sort of game, so let me explain why.
I think fighting games are more popular now in part because the time limits are shorter. I attended a lecture by Yilun Yang where he touched on this. He said that if you have several hours of playing time, maybe this classic Japanese way of making shape everywhere and counting a lot is correct, but that with shorter time limits he wasn't so sure. Then he showed a position and how a Korean might play it. "Here, touch a weak stone" and then proceeded to develop it into a position that was easy for both players to mess up. I forget exactly what he said, but it was something like, "if both players had hours on the clock, this probably wouldn't be ideal, because there might be an answer. But with less time, the opponent may not be able to find the answer."
I'm not saying there is a right or wrong way. It may be personal preference. In a short game, if you fight, you don't have time read, and if you don't fight, you don't have time to count enough to find the right "normal move."

So these days, I actually prefer to study the fighting games on the offchance they might help my own fighting. I'm not convinced I can get my normal move counting to be precise enough to improve in real games.