EdLee wrote:brodie wrote:i had thought that running towards the center, providing a lifeline, was a decent strategy for a pincer. incorrect?
Incorrect.
No such thing as a general "decent strategy for a pincer." This is a huge trap in Go. We must look at the specific board
to decide what's our plan, what's our next move, and the move after that, and so on.
There is however a better general strategy for a pincer which, whilst there will still be exceptions, is a much better general idea that'll probably get you to dan level. And that is:
When you are pincered jumping out is a decent idea if and only if it creates 2 good moves for you next, so whichever your opponent defends against you can get the other.
So with a 4-4 and one space low pincer jumping is a joseki (though even then a somewhat special-situation one as taking the corner is normally better) because you create two good things to do next:
$$c 4-4 one-space low pincer and jump
$$ ------------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . 2 . 3 . . .
$$ | . . . 1 . . . . b , .
$$ | . . . . . 4 . . . . .
$$ | . . . a . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . , . . . . . , .
- Click Here To Show Diagram Code
[go]$$c 4-4 one-space low pincer and jump
$$ ------------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . 2 . 3 . . .
$$ | . . . 1 . . . . b , .
$$ | . . . . . 4 . . . . .
$$ | . . . a . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . , . . . . . , .[/go]
After jumping out white can surround the corner or press the pincer stone. They aren't quite miai as the corner is bigger so black will usually defend there at d14 or c14 (unless he is twoeye on KGS) and then white will press the pincer. Note that the pressing move is a large knight's move from the jump which is a reasonably well connected shape (black can cut it leading to a fight, but white has reasonable resources to fight though it helps to have a ladder). As well as press white could counter pincer but that's a rather special strategy that needs big white support on the rest of the board as locally the fighting is easier for black.
The reason jump for white 8 in your game was bad is black already had a stone at k16 which meant you couldn't press at
b after jumping out and black defended the corner.
Now let's consider the 2 space low pincer to a 4-4 approach:
$$c 4-4 two-space low pincer and jump
$$ ------------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . 2 . . 3 . .
$$ | . . . 1 . . . . . b .
$$ | . . . . . 4 . . c . .
$$ | . . . a . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . , . . . . . , .
- Click Here To Show Diagram Code
[go]$$c 4-4 two-space low pincer and jump
$$ ------------------------
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . 2 . . 3 . .
$$ | . . . 1 . . . . . b .
$$ | . . . . . 4 . . c . .
$$ | . . . a . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . , . . . . . , .[/go]
Now with this more distant pincer the jump is not a joseki move because after it white has only one good move/direction next: enclosing the corner at
a. B is not a good move because it is too far from

so easy for black to cut. C has better connectedness, but is rather soft on black as he can just answer at L16 to grow on the 4th line: the power of the press in the last diagram is it pushes black down to the 3rd line which pleases white (though black is satisfied too). Instead of press you can consider a counter pincer but again that is a hard fight for white without support.
The story with the 3 space low pincer is the same, there is no good press so jump is not joseki.
But what about the two space
high pincer? Now jump is joseki again (or at least it was, these days this joseki has gone out of fashion as it is considered a bit good for black) because white can slide under the pincer to make a base, which he couldn't with the 3rd line pincer:
$$c 4-4 two-space high pincer and jump
$$ ------------------------
$$ | . . . . . . . . . . .
$$ | . . . 6 . . . . 8 . .
$$ | . . 7 . . 2 . . . . .
$$ | . . . 1 . . . . 3 , .
$$ | . . . . . 4 . . . . .
$$ | . . . 5 . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . , . . . . . , .
- Click Here To Show Diagram Code
[go]$$c 4-4 two-space high pincer and jump
$$ ------------------------
$$ | . . . . . . . . . . .
$$ | . . . 6 . . . . 8 . .
$$ | . . 7 . . 2 . . . . .
$$ | . . . 1 . . . . 3 , .
$$ | . . . . . 4 . . . . .
$$ | . . . 5 . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . . . . . . . . .
$$ | . . . , . . . . . , .[/go]
I was planning to cover pincers to approaches to 3-4s but that's a rather bigger topic and I've spent long enough on this post now, but there's a similar idea about having two things to do after jump, though counter pincers are more commonly played as against a 3-4 the approach stone can get some eyes for itself without giving black such a big corner in the process.