This is the 4th Castle game putting Shusaku against Ito Showa, 28 years his senior. Showa takes White.
Key points according to the pros and KataGo:
After White attached with , Black's pressing move gets criticized by the pros. weakens the black stone to its left and protects against having his corner stone cut off. They think Black should approach at immediately. KG kind of agrees, be it that it prefers A.
Locally, KG prefers at itself:
Pros and KG agree is good timing and positional judgment. Both seem to agree should next have been where is, the mere extension of being too passive.
The pros find Showa to play brilliantly: "by Black's advantage has slipped away". Whether they mean it has decreased or vanished, is unclear, but KG thinks it has indeed decreased from 6 to a small 4. Nothing dramatic, that is. Of course, by human standards that lower right moyo is just too good. KataGo may find invasion points easily but I (Dieter) agree that for a human, even if they're a professional, the task might look more daunting, especially having a weak center group to handle.
Black picks as his invasion point. It aims for connecting to the upper right or linking up to the center stones around , which of course invites a splitting attack with .
KataGo prefers another invasion point: A, aiming for life at the bottom, connecting to the lower left (maybe) or running into the center.
Incidentally KG agrees should resist here.
In fact, as Showa will experience, Black's running group is surprisingly hard to attack. KG hence doesn't approve of the leaning maneuvers White employs. When the center evolves into a ko, Black's top has already solidified due to the leaning at and especially , which KG doesn't even consider forcing.
Instead, KataGo would have cut at A.
answers White's ko threat with a counter attack. White is probably right to finish the ko at but Black's breakthrough in the lower right corner puts all the more weight on White to capture the running group wholesale, since Black could decide at any point to shed a tail to save the body.
Fast forward to the crucial point in the game. White plays a ko threat at W136 then captures the ko, and Black counters at the same place to essentially capture White's forcing moves in the area. This would be the moment to connect the ko for White at . But Showa doesn't and plays W140, which KataGo evaluates as a 10 point blunder.
The pros indeed think Showa was awestruck by Shusaku's fighting spirit. Ishida speculates what would happen if White connected the ko and he picks up the very same idea as KataGo: a large scale swap.
Black can now go into the endgame, moves A and B considered biggest.
Historically this has been called a masterpiece by both players, Showa for catching up in the opening, which was considered Shusaku's strength, and Shusaku for taking it into a 3 point victory by sheer fighting spirit.
KataGo brings some nuance to the points made by the pros and on the other hand makes a bigger deal of White's move at 140. On the whole, the pro analysis and KG's is largely in agreement.