I am going to use this topic to upload some of my games.
For starters, here is one game I have played today.
Thanks in advance to those who will help me find and correct my biggest mistakes
Thanks for the tips!jlt wrote:Here are a few remarks.
is better at O8. You have too many cutting points, you need to repair your shape.
what did you expect??
is inconsistent with your cut C15.
and
invite your opponent to give you bad shape: ripped keima and ripped tobi.
Move 137 invites your opponent to cut through the elephant jump and give you bad shape.
Move 173 is not needed.
Move 193: why not play a ko threat?
Hahah!jlt wrote:Oh, I see. I am short of 5 IQ points, that's why my understanding is limited.
SoDesuNe wrote:Hi, some opinions : )
descending down to P19 is a free sente move. I'd take that before defending.
aproaching in general is good but this side feels not big because Black has an open skirt (White S14 can always crawl along). I'd play 3*3. I like tenuki-ing White K15, though : )
again 3*3 - where do you want to make points here?
Good - White should have defended that side.
Descending down to O3 would be simple and good. This move feels a bit overplay-ish. Black has cutting points all over and I think when White plays Q5 they start to show.
Risky.
First: that result is very bad for Black. You could have entered 3*3 before and lived with more points, without sacrificing stones and without giving White so many stones on the outside - radiating over the whole board. Second: Black is not even alive.
Unsure, I'd start the ko immeadiately. If White just plays P4 now, your three stones are bound to be attacked without much worry for White.
Just fyi: White could enter 3*3 now and live - this double large knight moves extension is therefore rarely played. D17 is a solid corner shape.
Congrats on exploiting the ko, though a bit lucky ; )
At move 185, you could have played at S16. If for instance White responds with S17, you can kill with P19 (see the second L+1-group).Triton wrote: As for the ko threat, you're right, I have no idea why I didn't play it. A ko is the best I can achieve with this invasion, right ? Not possible to kill?
About this, I'm trying to see on an empty board how white can live but I'm not finding it. According to jlt I could have killed the invasion in the previous game (or maybe it was only because the opponent made a mistake?)SoDesuNe wrote:
Just fyi: White could enter 3*3 now and live - this double large knight moves extension is therefore rarely played. D17 is a solid corner shape.
Thanks for the tips!jlt wrote:At move 185, you could have played at S16. If for instance White responds with S17, you can kill with P19 (see the second L+1-group).Triton wrote: As for the ko threat, you're right, I have no idea why I didn't play it. A ko is the best I can achieve with this invasion, right ? Not possible to kill?
As for your second game, just a remark on the joseki on the top right.should be at O17. This protects against the clamp O18, moreover White no longer has a sente move at P19. You don't have to be afraid of the cut Q15, if White cuts at Q15 then you can atari P15, White extends Q14, then Black makes a geta with P13.
Ah thanks, I knew this site for the joseki of the start of the game, but not that there are also all kinds of different positions.jlt wrote:You can check invasion sequences here:
http://josekipedia.com/
(look at the invasion of a large shimari and of a double large shimari).
In general the invader can at least get a ko, but the result depends on the surroundings.
I wouldn't. It feels like a wasted Ko threat/wasted aji.SoDesuNe wrote:Hi, some opinions : )
descending down to P19 is a free sente move. I'd take that before defending.