3-4 point low approach two-space low pincer, tenuki
If White ignores Black's pincer here, Black can continue with a or b. There are not many examples in contemporary pro games: but the variations are interesting.
When is played, White has answers at a, b and c. The wedge at a depends on a good ladder for White, otherwise Black at c may be strong.
This line is seen in Edo period games. The hanging connection to the second line of is typical good shape. The plays
and
are interesting: once White has the answer
, rather than d, she stops worrying about cutting at the circled point. In the corresponding line for the one-space pincer, White is recommended to play at e, rather than the atari
, accepting gote rather than give Black a thick outside position.
After ,
leads to some tactics, pretty much a one-way street.
This has followed, in numerous pro games. Other tries are at
and
at
.
This is the expected result, with Black having strong influence but White taking the corner.
This is the third way to play, Black building a wall with an obvious gap.
If is played instead,
is the normal shape to threaten on both sides.
The game Rin Kaiho-Go Seigen 1963-11-18 continued this way (colours reversed). If is at
, White a Black b then
at
starts a difficult fight. The
and
combination is interesting, though it is going back to patch up.