3-4 point low approach two-space high pincer 4-7 press
This big jump of , as an answer to the 3-4 point low approach two-space high pincer, is a move between a counter pincer and a pressing move. In most professional games, a is played to cut and connect on a large scale. Sometimes b is played.
Until further notice, the following analysis was performed at 2d amateur level.
Main line
There is hardly any variation up to . Black continues with a or b, but let's first investigate at b.
It seems Black can live with many points in sente. White's influence is not great. Also, White a next will not end in sente either. Probably this is too soft on Black.
This is the most common variation. White takes grand influence, while Black takes ample corner territory, sente and aji at a. Incidentally, is not at b because will be sente. The loss of corner territory and aji does not outweigh the negated influence.
In this third variation, Black establishes a position on both sides in gote. White has some influence in the centre.
In the Fujitsu cup final of 2011 by Park Jung Hwan (Black) and Qiu Jun (White), White played and , to protect the cut at a and then the remarkable , leading to heavy fighting. See Fujitsu 2011 final game analysis
Variations
The only way to capture directly is a ladder. If the ladder doesn't work for Black, is an option. As with other ladder dependent sequences the result depends very much on how effectively the aji of will be used.
is played at a. This is a more peaceful variation, with Black taking corner territory in gote. It seems like White's influence is too powerful now, so perhaps this variation is only used when it cannot be put to use.