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Fuseki

There are a few uncommon fuseki i came to like. They are mostly characterized by extensive use of "weird" moves (B1 mokuhazushi).

Please note that these ideas date back to when i was around 4 kyu. I have gained some new insights since then and changed my playing style completely. I also disagree with a few of the ideas presented below, but i'm too lazy to update.

Double mokuhazushi

This is a fuseki i play regulary. It is not very dependant on the actual white moves, unless white plays something funny.

[Diagram]

Double mokuhazushi

This is the basic idea: If W4 takes the last corner, B just plays B5 and White will have a hard time to settle in the top, since he has no good approach against B3. If W approaches B1 or B3 instead, the fuseki will become complex, and i like complex stuff :)

[Diagram]

Low approach

This will be good for Black.

[Diagram]

Fun fun!

Black can also initiate something complicated. No matter how it turns out, i really enjoy this mess, eh, joseki.

[Diagram]

High approach

Depending on White's actual move in the lower left corner, Black continues at either a or b and is happy.

[Diagram]

hm?

This move was not yet played against me and i did not yet study it. Guess it turns out similar as W1 at a.


So White will have trouble with the black framework on the top, (on my level) often leading to overplays that can be punished by black.

This fuseki has also been played successfully by me in even games against stronger players, so i think i'll stick to this for some time :)


Double mokuhazushi, variation

This is a new idea i had recently. It is pretty complex and depends on the actual white moves.

[Diagram]

Double mokuhazushi

Instead of driving white into a bad position, this fuseki tries to build an early territory advantage and a possible moyo later. After B5, white usually has to approach the other black corner.

[Diagram]

White approaches

We already know that white a gives black too much usually, so W1 is forced. Black can now play

  • b to take advantage of his miai for territory.
  • c for some fighting stuff, but this is not really great on this board usually.
  • d with the same idea as b, but larger scale.
  • e (or something around there) to take the right side, leaving white on the not interesting top.

This becomes even more fun with white playing any kind of asymmetric corner: Black can just ignore W1 and approach the white corner instead. White has no great followup for W1. I guess white will play y or z next, depending on the lower right corner.

Of course, the fuseki becomes terribly complex then, and deep reading at this point can decide the game (this is my 4 kyu opinion). Note that black can always play in front of his shimari and get a bag of points. I love this! *jumps happily around*


Shin fuseki (lol)

Recently saw this pattern and immediately used it. This fuseki proved to be interesting. Since black has invested a move to tengen, he can invite most fights.

[Diagram]

Black is not holding back.


Example game against a stronger player.

[Diagram]

Example fuseki

W8's main variation is probably an overplay with B5 in place. I chose the fighty branch of this joseki.

[Diagram]

The fight spreads

black+circle initiated the fight. W1 looks overplayish with white already managing a weak group. On the other hand, just defending his center group gives white a crappy result as well. Black splits with the leaning attack of B2. After B6, white has to run. Tengen is helping black immensely.


Taisha - or: what the heck is going on here?

Yes, i do like this joseki. No, i dont get it at all. But it's really fun to trick stronger players who lack study of taisha. ;-)

A generally important point about taisha: Taisha is a fighting joseki. Do not initiate this joseki if you lack influence in the surrounding area. Also make sure the opponent has no huge ko threats. Many taisha variations are very dependant of the "there are no ko threats in the opening" rule.

How to start

[Diagram]

Initialization

B3 gives white the opportunity to start the taisha with a. If white is afraid, he can play b, c or d.... but that's no fun. :(

[Diagram]

The first moves

If white has the ladder and wants to keep it simple, he can just play b and capture the the marked black stone in sente for an about equal result (black gets a strong, uncontained corner). If he is confident, a makes it possible for black to start the 1000 variations. Actually, white will have to be comfortable with these, since he would get an inferior result if he avoided them at this point.


How to trick your opponent

or: I never thought he'd play there next!

[Diagram]

A simple hamete sequence of black.

Up to 6, we're facing a common variation. B7 is a trick play. There are two advantages about B7:

  • It is very easy for white to mess up several times.
  • Even if white answers correctly, he will not gain much. B7 will then initiate a fight that is very playable for black.

Where should white play now? a or b?

[Diagram]

Mistake.

After B10, white is in big trouble. Of course white has lots of other variations, but no matter what he tries, the fight will be advantageous for black.

[Diagram]

The correct response

B2 can also be at a, but B2 is more fun ^_^ Should white play a or b?

[Diagram]

Mistake

W1 is not possible. After B2, white will die for sure.

[Diagram]

Correct

This W1 is correct. Black will now connect at B2 and the following moves are common. I like to play Ba, Wb, Bc now.



This is a copy of the living page "Mafutrct/old Content" at Sensei's Library.
(OC) 2011 the Authors, published under the OpenContent License V1.0.
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