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There are a few uncommon fuseki i came to like. They are mostly characterized by extensive use of "weird" moves ( 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.
This is a fuseki i play regulary. It is not very dependant on the actual white moves, unless white plays something funny.
This is the basic idea: If takes the last corner, B just plays
and White will have a hard time to settle in the top, since he has no good approach against
. If W approaches
or
instead, the fuseki will become complex, and i like complex stuff :)
Black can also initiate something complicated. No matter how it turns out, i really enjoy this mess, eh, joseki.
Depending on White's actual move in the lower left corner, Black continues at either a or b and is happy.
This move was not yet played against me and i did not yet study it. Guess it turns out similar as 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 :)
This is a new idea i had recently. It is pretty complex and depends on the actual white moves.
Instead of driving white into a bad position, this fuseki tries to build an early territory advantage and a possible moyo later. After , white usually has to approach the other black corner.
We already know that white a gives black too much usually, so is forced. Black can now play
This becomes even more fun with white playing any kind of asymmetric corner: Black can just ignore and approach the white corner instead. White has no great followup for
. 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*
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.
initiated the fight.
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
. After
, white has to run. Tengen is helping black immensely.
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.
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. :(
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.
or: I never thought he'd play there next!
A simple hamete sequence of black.
Up to 6, we're facing a common variation. is a trick play. There are two advantages about
:
Where should white play now? a or b?
After , 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.
This is correct. Black will now connect at
and the following moves are common. I like to play Ba, Wb, Bc now.