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ThreeFourLowAppro...

 

three-four low approach one-space high pincer knight's move
    Keywords: Joseki

[Diagram]
Diag.: The knight's move

White 1 here is safe enough from being cut.


[Diagram]
Diag.: Bad idea for Black

Black will not want to play this way, blighting the corner stone.


[Diagram]
Diag.: Black's replies

Black's usual replies are a (most popular), b and c.


[Diagram]
Diag.: Black's reply at 'a'

If Black 1 here, White normally plays 2 in the corner. Now there are two variations.


[Diagram]
Diag.: Variation 1

Black 1 in the corner allows White good shape - the counter-atari with Black 3 at 4 isn't playable here.


[Diagram]
Diag.: Variation 2

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.


[Diagram]
Diag.: Black's reply at 'b'

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.


[Diagram]
Diag.: Black jumps

If Black jumps White has the thicker position after 2 and 4.


[Diagram]
Diag.: Black extends

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.


[Diagram]
Diag.: Black's reply at 'c'

If Black extends to 1 here, the old move in this position, White again puts pressure on the pincer stone.

Charles Matthews



This is a copy of the living page "three-four low approach one-space high pincer knight's move" at Sensei's Library.
(OC) 2003 the Authors, published under the OpenContent License V1.0.