My games, mid DDK - feel free to chime in :)

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Triton
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My games, mid DDK - feel free to chime in :)

Post by Triton »

Hello!

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 :)
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Re: My games, mid DDK - feel free to chime in :)

Post by jlt »

Here are a few remarks.

:b19: is better at O8. You have too many cutting points, you need to repair your shape.

:b27: what did you expect??

:b57: is inconsistent with your cut C15.

:b75: and :b77: 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?
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Re: My games, mid DDK - feel free to chime in :)

Post by Triton »

jlt wrote:Here are a few remarks.

:b19: is better at O8. You have too many cutting points, you need to repair your shape.

:b27: what did you expect??

:b57: is inconsistent with your cut C15.

:b75: and :b77: 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?
Thanks for the tips!
:b27: is a 300 IQ move: just a trick play trying to scare him and make him respond several times there while I tenuki.
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Re: My games, mid DDK - feel free to chime in :)

Post by jlt »

Oh, I see. I am short of 5 IQ points, that's why my understanding is limited.
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Re: My games, mid DDK - feel free to chime in :)

Post by Triton »

jlt wrote:Oh, I see. I am short of 5 IQ points, that's why my understanding is limited.
Hahah!
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?
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Re: My games, mid DDK - feel free to chime in :)

Post by Triton »

Here is a correspondence game that I have finished yesterday. I have used a ko to live this time, but according to AI I won only because the opponent didn't choose the right reply.

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Re: My games, mid DDK - feel free to chime in :)

Post by SoDesuNe »

Hi, some opinions : )

:b14: descending down to P19 is a free sente move. I'd take that before defending.

:b20: 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 : )

:b22: again 3*3 - where do you want to make points here?

:b24: Good - White should have defended that side.

:b26: 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.

:b28: Risky.

:b40: 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.

:b46: 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.

:b60: 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 ; )
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Re: My games, mid DDK - feel free to chime in :)

Post by Triton »

SoDesuNe wrote:Hi, some opinions : )

:b14: descending down to P19 is a free sente move. I'd take that before defending.

:b20: 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 : )

:b22: again 3*3 - where do you want to make points here?

:b24: Good - White should have defended that side.

:b26: 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.

:b28: Risky.

:b40: 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.

:b46: 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.

:b60: 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 ; )

Thanks a lot for the tips and encouragements! Gonna pay more attention to invading corners and protecting mine.
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Re: My games, mid DDK - feel free to chime in :)

Post by jlt »

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?
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).

As for your second game, just a remark on the joseki on the top right. :b14: 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.
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Re: My games, mid DDK - feel free to chime in :)

Post by Triton »

SoDesuNe wrote:
:b60: 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.
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?)
jlt wrote:
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?
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).

As for your second game, just a remark on the joseki on the top right. :b14: 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.
Thanks for the tips!
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Re: My games, mid DDK - feel free to chime in :)

Post by jlt »

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.
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Re: My games, mid DDK - feel free to chime in :)

Post by Triton »

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.
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.
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Re: My games, mid DDK - feel free to chime in :)

Post by Leon »

SoDesuNe wrote:Hi, some opinions : )

:b14: descending down to P19 is a free sente move. I'd take that before defending.
I wouldn't. It feels like a wasted Ko threat/wasted aji.

And a tip for Triton in this context of first line moves: I would recommend to make a solid connection on the second line your default option to protect your stone/make a connection, instead of the first line descend.

So this
Click Here To Show Diagram Code
[go]$$W
$$ -------------------------------
$$ - . . . . . . .
$$ - . . O X Y . .
$$ - . O . O X . .
$$ - . . . O X . .
$$ - . . . O X . .
$$ - . . . O X . .
$$ - . . . . . . .
$$ - . . . . . . .
$$ - . . . . . . .[/go]
instead of this
Click Here To Show Diagram Code
[go]$$W
$$ -------------------------------
$$ - . . . Y . . .
$$ - . . O X . . .
$$ - . O . O X . .
$$ - . . . O X . .
$$ - . . . O X . .
$$ - . . . O X . .
$$ - . . . . . . .
$$ - . . . . . . .
$$ - . . . . . . .[/go]
Of course, both the first line descend and tha various hanging connections all have their uses, both the solid one is, well, the most solid and thus can work as the default option.
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Re: My games, mid DDK - feel free to chime in :)

Post by Triton »

Hi guys.

Here is a game I recently lost. I did some obvious and dumb mistakes, but generally the game felt very messy and I was kind of overwhelmed.

Looking forwards to your advice! Cheers

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Re: My games, mid DDK - feel free to chime in :)

Post by jlt »

Here are a few ideas.

:b9: takes some points in the corner, but is not urgent (because your two stones can extend in one or another direction) and doesn't threaten any white group, so it is better to play a bigger point: C6 (approach a corner) or C14 (enclose a corner) for instance.

:b25: is better at C18.

:b75: why do you want to take that stone? It is not big. You are attacking a group, what is your strategy? How do you want to profit from the attack? One way would be to enclose the group with M10. Hopefully White will live in gote and you will get a wall. That wall may help you later, either to build a moyo on the top, or to support an invasion around B12.

:b93: It is not very useful to struggle here. White is almost alive now, and you won't make a lot of profit on the bottom. The top is bigger, you can try to make points there. Or you can invade around B12.

Move 109: this invasion is almost hopeless because White is very strong around. I understand that you have to try something as you are behind. At move 115, you can try B8 instead of the solid connection. With that kind of shape, you can often get at least a ko (if White A10 then Black A9). I don't think it works but since you are behind you can try.

Move 143: your last hope is to kill the white group. I am not sure it is possible, but in general, playing at the third line (H17) is more efficient than the fourth line because it removes your opponent's base. If you play on the fourth line, the opponent can slide underneath.

Move 170: White is alive, game over.
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