3-4 point low approach two-space low pincer, tenuki

  Difficulty: Expert   Keywords: Joseki
[Diagram]

White's tenuki

If White ignores Black's pincer BC here, Black can continue with a or b. There are not many examples in contemporary pro games: but the variations are interesting.


[Diagram]

Black attaches

When B1 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.

[Diagram]

White's answer at 'a'

This line is seen in Edo period games. The hanging connection to the second line of B6 is typical good shape. The plays W7 and W9 are interesting: once White has the answer B8, 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 W9, accepting gote rather than give Black a thick outside position.

[Diagram]

White's answer at 'b'

After W1, B2 leads to some tactics, pretty much a one-way street.

[Diagram]

White's answer at 'b', continued

This has followed, in numerous pro games. Other tries are W7 at W9 and B8 at B10.

[Diagram]

White's answer at 'b', continued

This is the expected result, with Black having strong influence but White taking the corner.

[Diagram]

White's answer at 'c'

This is the third way to play, Black building a wall with an obvious gap.


[Diagram]

Diagonal attachment

If B1 is played instead, W4 is the normal shape to threaten on both sides.

[Diagram]

Go-Rin

The game Rin Kaiho-Go Seigen 1963-11-18 continued this way (colours reversed). If B2 is at W3, White a Black b then W3 at B2 starts a difficult fight. The W5 and W7 combination is interesting, though it is going back to patch up.


This is a copy of the living page "3-4 point low approach two-space low pincer, tenuki" at Sensei's Library.
(OC) 2007 the Authors, published under the OpenContent License V1.0.
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