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Tsuke Nobi Push
Path: TsukeNobi · Prev: · Next: TsukeNobiPushFight
Difficulty: Advanced
Keywords: Joseki
The idea behind white 1 is not hard to grasp. For black to play at this point, would make an excellent shape, white should never allow that. The most obvious way to avoid this is by playing at 1 himself. White 3 next is a solid way of playing. Black 4 is now necessary to defend against white pushing through and cutting with white A-black B-white C. White has made a relatively safe group in sente, while black's corner territory is not small. White next could play tenuki, but if she does choose to play here, she can develop her upper side with D, or attack the black territory at E.
If white does play at 1, black 2 should be the answer. Defending the corner would be bad, black cannot expect to win by playing that submissive. The peep with white 3 is one possible continuation. In the continuation, white eats away black's territory, but black becomes strong on the outside.
White 3, being on the fourth rather than the third line, makes less eye-shape but works better to the center than white A. Black will still defend at B or 4. White will probably want to jump out to 5 or some such point quite early, perhaps intending to make a moyo on the top.
White 3 will start a fight in the center, but white should think twice about playing it, because this fight will most often be in black's advantage. Black must without fail play the hane at 4. After white cuts at 5, black fixes up his shape with 6.
This variant was played by Yoda Norimoto and Cho Chikun for the 1999 Meijin title. It shows the main problem that white might have in this joseki: In this fight, black might well be able to build territory on the left side while attacking.
After the game, the aggressive move of black 3 was proposed. After black 5, the fight seems to be even more clearly in black's favor.
Extending along the upper side with 1 is an old established joseki. Black would do best to next extend far along the left side to 2. If he already has a stone around this point, he can either strengthen his position there or play elsewhere. For a thorough analysis of white's threat of pushing at 'b' see TsukeNobiPushFight. Playing at black A next is not a good strategy. If black finds himself wanting to play here, he should have played here directly, and not have applied the TsukeNobi first.
This tewari analysis shows why: White 1 to white 3 is joseki, but for black to next attach at 4 would be a mistake. The exchange that follows strengthens white, while not doing very much to black's own position. If black wants to defend the corner after white 3, he can play directly at 8 (or A), but the exchange of 4 and 6 for 5 and 7 is clearly to his disadvantage. Still, the resulting shape is the same as when black plays at A in the previous diagram - so we must conclude that that move too leads to a bad position for black.
But black can do even worse. Exchanging black 2 for white 3 may look like kikashi (a forcing move), but it actually is a thank you move - the only thing black is accomplishing is that he is helping white to defend her weakness. Now black 4 is necessary to defend against the threat of white A. Black has been helping white to an even higher degree than before.
The proper way for white to play here and use her aji, is the invasion at 1 here, rather than the push at A. Alternatively, white could play further down, emphasizing the single stone rather than the TsukeNobi position. Black almost invariable answers at 2, after which the sequence to black 10 is considered joseki, although it is of course not written in stone. Black 10 is necessary to guard against white B.
Playing white 1 instead of 9 in the previous diagram is considered a trick play. If black plays at 2, he falls in the trap, and white takes the corner.
Black 2 is the key move for foiling the trick play. After black 8, white cannot connect his stone in the corner with those on the outside. White 1 is now a lost move.
Giving atari from this side does not help white either. Black 8 prevents white's connection.
Gounter : Is black 8 the right move in the previous diagram ? To my 20k eyes, it seems to be on the wrong side : white can live in the corner
However on the other side : if white tries to connect to her stones on the right, she dies.
Same result
so this one is probably better for white. Black sacrifices his 2 stones but takes back the corner
Your diagrams are correct, but the conclusion which you draw from them is wrong. Having white live in the corner like this is no problem for black at all. Sure, black has lost the corner territory, but his gain in thickness is worth much more. On the other hand, your last diagram is not very good for him. Sure, he has kept the corner, but it is only 7 points large. White's territory at the top is clearly larger. It might be playable for black because the white stones on the left sides are almost dead, but if I had to choose I would not doubt a minute that the first diagram is better for black - black has more thickness and about as many points, white has less thickness and less points. - Andre Engels Authors: Path: TsukeNobi · Prev: · Next: TsukeNobiPushFight This is a copy of the living page "Tsuke Nobi Push" at Sensei's Library. (C) the Authors, published under the OpenContent License V1.0. |