I played white and I'd like to hear a few comments. There are a few questions in the SGF. Thanks.
ASR game
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Re: ASR game
daal wrote:... a few comments.
Think of these as thoughts which I'm hoping to hear criticized... clearly I don't can't answer your questions any better than you can.
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Re: ASR game
I added a few comments, just in the first 50 moves.
Edit: *I don't mean to suggest s15 instead of connecting the peep.
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Re: ASR game
Thanks for both of your comments. I'm afraid I can't answer your question about move 30 JTS, I guess that it was a half-baked idea to make miai of the corner and weakening the top because I didn't have a clear follow-up of how exactly to pressure k17. Loon's suggestion of playing g17 instead a bit earlier seems to be the better idea. I also liked your suggestion for move 116.
As to this summary by Loons: "You and your opponent and everyone really could stand to have better technique," I'm sure you're right, but I don't know what you mean.
As to this summary by Loons: "You and your opponent and everyone really could stand to have better technique," I'm sure you're right, but I don't know what you mean.
Patience, grasshopper.
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Re: ASR game
If you mean "could stand" - it's probably descended from "can't [with]stand".
If you mean "give me an example", I was avoiding doing that because I'm not that much stronger than you. I think we can agree both players botched the fight from 50 to 87. (My prescription for bettering technique is large, regular dosages of tsumego, surprise surprise.)
If you mean "give me an example", I was avoiding doing that because I'm not that much stronger than you. I think we can agree both players botched the fight from 50 to 87. (My prescription for bettering technique is large, regular dosages of tsumego, surprise surprise.)
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Re: ASR game
daal wrote:I played white and I'd like to hear a few comments.
I enjoyed analysing yor game a lot. I like to share my observations. Not because I think they are any better then the previous comments but to get some feedback on them.
Anyway please remember I'm not stronger than you or any of the other commenters so feel free to laugh. But pls don't say so;)
The most important points I added are Ishida's josekis in the UR corner, showing your result is much better, and my suggestion that Q2 is the vital point in the LR corner instead of S2. Your opponent allowed a Houdini escape in the LR.
It was funny both of you let the LR unsettled for so long. Maybe too difficult to read during the game?
My comments are in the eidogoplayer indicated by cy for cyclops.
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Re: ASR game
cyclops wrote:
I enjoyed analysing yor game a lot.
And I enjoyed reading your commentary quite alot.
Patience, grasshopper.
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Re: ASR game
Quick comments.
You must absolutely play at S15. This is double-sente and big, because if black plays there, you are denied the possibility to move there. That point was bugging me throughout the game...
Other than that, I'll say the end result in the top right definitely favours white (and I am a territory guy). You are strong, so you can look at attacking black groups anywhere and don't have to worry too much about him attacking you! For example, moves like G17 or H17 look really interesting now.
feels like too much though. I would probably just pincer in the bottom right or play something like G17 instead. You don't have to build whole-board moyo for your wall to be effective. Just let it sit there and know that you can start a favourable fight at any time. That's the way.
At
, R8 is definitely better.
should be at P3, I think. Feels more solid.
In the ensuing fight, you consistently push from the wrong side. Namely: you push black towards your weak group, rather than reinforcing your weak group by pushing your opponent away. This is important!
pushes from the wrong side. Better at P3, I think.
pushes from the wrong side. Better at, for example, N7.
is an overplay, and pushes from the wrong side. Better play something around M4.
is an overplay, and defends an unimportant stone.
and
are overplays defending an unimportant stone. Better connect at O4 and move out.
Finally, after
it's basically over. The only reason you get back a bit is that
was a blunder - should have been at K2.
Anyway, nice fight
You must absolutely play at S15. This is double-sente and big, because if black plays there, you are denied the possibility to move there. That point was bugging me throughout the game...
Other than that, I'll say the end result in the top right definitely favours white (and I am a territory guy). You are strong, so you can look at attacking black groups anywhere and don't have to worry too much about him attacking you! For example, moves like G17 or H17 look really interesting now.
feels like too much though. I would probably just pincer in the bottom right or play something like G17 instead. You don't have to build whole-board moyo for your wall to be effective. Just let it sit there and know that you can start a favourable fight at any time. That's the way.At
, R8 is definitely better.
should be at P3, I think. Feels more solid.In the ensuing fight, you consistently push from the wrong side. Namely: you push black towards your weak group, rather than reinforcing your weak group by pushing your opponent away. This is important!
pushes from the wrong side. Better at P3, I think.
pushes from the wrong side. Better at, for example, N7.
is an overplay, and pushes from the wrong side. Better play something around M4.
is an overplay, and defends an unimportant stone.
and
are overplays defending an unimportant stone. Better connect at O4 and move out.Finally, after
it's basically over. The only reason you get back a bit is that
was a blunder - should have been at K2.Anyway, nice fight
My name is Gijs, from Utrecht, NL.
When in doubt, play the most aggressive move
When in doubt, play the most aggressive move
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Re: ASR game
gaius wrote:
In the ensuing fight, you consistently push from the wrong side...
Thanks for pointing that out. It's strange that one knows these principles and nonetheless neglects them during a game.
Patience, grasshopper.