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three-four low approach one-space high pincer knight's move
Keywords: Joseki
White 1 here is safe enough from being cut.
Black will not want to play this way, blighting the corner stone.
Black's usual replies are a (most popular), b and c.
If Black 1 here, White normally plays 2 in the corner. Now there are two variations.
Black 1 in the corner allows White good shape - the counter-atari with Black 3 at 4 isn't playable here.
Black 1 and 3 to cut in the centre lead to a large-scale fight (Black 11 at a) with White requiring a way to make shape in the centre.
In this case White needs to connect, and usually turns to attack the pincer stone. Next Black can jump, the standard way to stay light, but also simply extend.
If Black jumps White has the thicker position after 2 and 4.
Black's intention in extending is to provoke a pushing battle in the centre. Black 1 is a typical heavy play, but here White 2 is natural and Black 3 goes for power on the upper side first. Black's corner stones are resilient enough.
If Black extends to 1 here, the old move in this position, White again puts pressure on the pincer stone. This is a copy of the living page "three-four low approach one-space high pincer knight's move" at Sensei's Library. ![]() |