I agree with Joaz's general impression that negapesuo as white played a good or perhaps slightly better early opening (but disagree with most of his per move criticisms of black and white!). But once the fighting started the dan player demonstated his superior direction and shape skills and quickly got a large advantage.
EdLee wrote:My assumption was confirmed by M3 at move 7. It is not a 4D move.
Curious: anyone with access to LZ/Elf's winrate for

?

Uberdude's opinion of this move 3 years ago pre strong bot era. 3-space extension is definitely more common and the default move (which I play and worry about invasions because I often mess that up), but 2-space is sometimes seen (confirmed with several hundred pro hits in waltheri vs thousand for 3-space). I would expect most dan players to 3-space, but seeing a 2-space wouldn't make me think they are a noob.
Uberdude's opinion now: LeelaZero has a noticeable preference for the 2-space over 3-space following Shusaku's kosumi in many positions. It appear to be teaching us this should be considered the default local move (tenuki is often best when there are 3-4s to approach or 4-4s to invade/approach in the opening). So seeing it now I would expect the player to be influenced by bots, and indeed I recognise black's username as someone I know follows the bot scene. An important consideration is the colour of the lower left corner: if it is white then I think (and am supported by pro pattern search) 2-space is less likely to be good (one reason is white's checking extension on the left is a building extension from his corner) whereas if it's a black corner the 2-space is harder to bully (but in both cases 3-space several times more popular with numbers like 200 vs 50). The classic reason 2-space was bad is if you kick, extend, then the checking extension is painful, LZ says don't extend but make another speedy 2-space extension.
LZ #157's opinion: unsurprisingly #1 is top left shimari or approach left, but 2-space is only -0.2% and is considered a bit. 3-space is -1.2%. So neither a big mistake, but it prefers 2-space.
move 14. I think not connecting against the peep is good (LZ agrees 1% better), and displays a good attitude for a 7k of not playing puppy go. I wouldn't criticise connect either though and it is simpler.
move 15 is pretty terrible for a 4d.
move 16 nice and flexible, also think about jump.
move 18 nice flexible again.
move 22: this is the best local move (LZ agrees), better than d11, for that would allow black b12 in sente, whereas if you atari and black connects then if you d11 (probably tenuki best for a while) b12 is gote. Of course black probably won't connect, at least not for a while, but the ko is quite heavy for him as if you win it his ko stone becomes dumb and your d15 aji is useful again (e.g. with f15). Looking at the whole board k3 would be nice to pressure the 2-space, as then q3 would be nice so probably he slides to r2.
move 26: you could f6 to build the left, as we see kick isn't a sure sente.
move 27 could be overplay.
move 31 sure overplay, e6 proper.
move 32 wedge indeed nicer.
move 34: maybe g5
move 38-40: and so the fight begins and the big mistakes come. Atari and solid connect isn't good: if you are going to atari then at least h4 connect to make h6 efficient and make black connecting up on the lower side harder. But how about h5 extend directly, keeping the aji of cut (the idea is as you extend to the right you are trying to build miai of the cut for a ladder/net/squeeze and plays around j3 to gobble up black's stones there) or just cut directly (LZ's #1). Miai building is very common idea in fights like this. This combo lost 20% for LZ.
move 48: play g3 atari to spoil black's shape and f2 hane connect to bolster corner. 2 stones are not so important (and if you did want to play a move then solid k4 is better).
move 50 is good, but the problem is black's lower group is safe, yours isn't, and his left one can't be surrounded. Also g2 means c3 is troublesome.
move 52 ok.
move 56 is bad, the g12 stone is not important (other than helping the knight's move not be cut easily). You need to think now what you want to accomplish. Possible goals: help lower side group (e.g. m4, something in l9 area), defend lower left at e2. It would be nice if you could cut black around g9 but seems impossible.
move 60 is similarly bad, you are going after 1 unimportant stone whilst black gets much more in return. Even r14 tenuki would be better, though helping your lower side group would be sensible (cutting actually hurts it because it gives black all those sente moves).
move 76: what?