Baduk TV English: Becoming 9 Kyu: Lesson 9

Becoming 9 Kyu is a Baduk TV series designed to help you break through to the single digit kyu ranks. The presenter is Kang Nayeon 5d. This is lesson 9.

Lesson 9

Video: Becoming 9 Kyu: Lesson 9

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Transcript of the video

Translated by Oh Chimin 7d

Edited by David Ormerod 5d

Becoming 9 Kyu - Episode 9.

Hello everyone, welcome back to 'Becoming 9 Kyu'. I'm Kang Nayeon 5d.

I suppose you've been playing Go a lot recently.

You'd go to a Go club to play with your friends.

Or, if you're busy, you'd probably prefer online Go.

Playing many games helps you improve your strength in Go.

However, it's also important to do your best in every game.

When reading books, it's better to read one book thoroughly than to skim ten books.

That way, you can retain the information for longer.

Even when you play blitz games, I advise you to do so seriously.

This will help you to develop your Go strength!

Let's begin today's lesson.

Chapter 1 - Joseki

Today, we're going to look at the one space low pincer with the 3-4 point.

Previously, we studied the high approach.

The low approach is often played as well.

This one space pincer is black's most severe move.

In this situation, tenuki isn't a good idea.

If black attaches here, white will be uncomfortable.

If white hanes here, black will cut immediately.

White can survive in the corner.

However, white has to allow black good influence in exchange. Therefore, it's a failure for white.

Black will block here.

After playing here, white can live by descending.

However, black's position is too thick.

So the hane isn't a good response.

Instead, this extension is better.

After black connects, white can live like this.

But if black blocks here, white can only make a few points in the corner.

In contrast, black can develop powerful influence on the outside. So the result is a success for black.

If possible, you need to respond to black's pincer attack.

Let's see white's possible answers.

This one space jump is easy to come up with.

And it's a good move.

After that, this knight's move is a good response too.

How about pushing here?

Black will extend. If white pushes, black will extend again.

Black's making his territory along the fourth line.

Therefore, these exchanges are very bad for white.

White might get some profit by attacking this black stone.

However, the previous exchanges were harmful for white.

Even if white can attack black, this isn't good.

So don't push here!

Instead, white has several options.

Let me show you the easiest move. This counter-pincer is possible.

It looks like an overplay, because white's two stones are also weak.

However, it forces black to push, then white can attach here in style.

Therefore, the counter-pincer induces this attachment.

In response, this hane isn't a good idea.

After white extends, black has to defend his cutting point again.

So extending here is the proper move.

After that, striking at the head of black's two stones is wonderful.

Black will hane here, and right now this cutting point doesn't work.

If black defends here, white has to look after both of her separated groups.

Therefore, this extension is correct.

This tiger's mouth looks very good, but white can manage her stones with this jump.

Black should attach here, then white bumps.

Since these two stones are weak now, black should reinforce his group like this.

This isn't the most basic joseki for the one space low pincer.

Actually, I'd say that it's quite difficult.

But, if you learn this sequence, it will help you at some point.

If you think the one space jump is too complicated, there's an easier way.

We've looked at this jump.

Another option is this attachment. It's simple.

If black hanes, white plays a tiger's mouth. It's easy to get a base.

After black extends, white descends and settles down.

Black will play a knight's move, then blocking here is a key move.

It looks like an endgame play, but it's important.

If black blocks here, this white group will be in danger.

Even though it's only the beginning of the game, this move is urgent.

When white plays the tiger's mouth, black has another option.

Black can also atari here.

Connecting here is very bad.

As we learned earlier, white's shape is ugly. You must avoid such shapes.

How about starting a ko? The problem is that there aren't any ko threats in the opening.

Therefore, this counter-atari is the proper move.

Black has to capture this stone, then white ataris again.

Since black doesn't have any ko threats either, he needs to connect here.

After that, white connects and extends along the right side.

Up to here, we have another joseki.

Today we've learned some one space low pincer josekis!

Chapter 2 - Fuseki

This time, we'll focus on basic principles when extending.

There are two types of extensions.

First, players extend to settle their groups.

This position arises in the most basic 3-4 point joseki.

Extending here completes the joseki.

With this move, black can manage his group safely.

What if black doesn't extend?

Then if white pincers here, black's group will suffer.

If black intended to tenuki here, he shouldn't have approached in the first place.

Therefore, extending is essential.

Next, here's another type of extension.

This kind of extension intends to create influence.

Let's imagine there's an enclosure here.

By extending here, black can enlarge his sphere of influence.

This point is also good for white.

Obviously, it doesn't have anything to do with settling a group.

However, if you occupy such points, the middle game will be favorable for you.

This move is another example of the second kind of extension.

When expanding your moyo, you need to extend widely, so you can maximize your potential.

However, when settling your group, the two space extension is common.

Let's look at an example.

This is a basic 4-4 point joseki.

In our first lesson, we learned about this two space extension.

This three space extension isn't good, because white can invade here later.

When defending your groups, this two space extension is the proper move.

However, some of you slide into the corner, then extend here.

I think this move intends to manage this area with one move.

I've seen these kinds of moves in beginners and intermediate players' games several times.

This extension looks very good and efficient.

However, it isn't ideal in this case.

As we discussed earlier, if you want to play here, I recommend that you don't exchange this slide.

In this case, this extension is a nice move.

Once you exchange this move, the two space extension is a proper move.

Let me explain why.

In this case, this invasion is critical.

White can survive easily on the right side.

There's no need to overplay. It's very simple for white.

Black has to keep blocking from the outside. After that, white hanes here.

Then she'll play a knight's move. How about this?

White lived easily inside black's area, while black got nothing.

So remember to play a two space extension after the sliding into the corner!

Chapter 3 - Tesuji

Today, we'll look at tesuji for invading your opponent's territory.

When invading, here's one tip. You should identify your opponent's weaknesses.

If you do this, you'll be able to take advantage of those weaknesses more effectively.

Let's look at an example.

Let's see how black can invade white's territory now.

Neither the one space jump, nor the monkey jump are the answer.

If you look at the corner carefully, white has a weakness.

So black can descend in sente.

After that, if black can jump this far, it will be better than the other two moves.

It looks too far from black's group, but white can't separate black.

If white kosumis, black can connect by attaching here.

This move doesn't cut black either.

In response to this move, black can attach and capture this stone.

So the extension is a good move.

However, you can do even better! Let's look for another move.

I imagine some of you already came up with this kosumi.

If you did, you have a good sense of tesuji.

After this, it's hard for white to tenuki.

This throw in is black's aim. It's a ko.

It's a hanami ko for black (a ko in which one has nothing to lose).

Therefore, white has to connect here.

After that, black slide this far into white's area.

White should push and attach like this.

This hane is a good follow up for black.

After white extends, black can push here again in sente.

Moreover, black can attach here if he has many ko threats.

To separate black, white has to atari here.

After that, black can start a ko to destroy white's territory.

This is a situation which you'll be likely to see in actual games.

Let's look at the sequence again.

After this forcing move, this long knight's move completes a good combination.

If you remember this combination, it will very helpful in your games!

I'll show you another, similar example.

Here we go.

Black should reduce this area as much as he can.

This kosumi isn't good enough.

Many players would descend and play a monkey jump like this.

However, black can do more.

If you look at the corner closely, you'll see that black's three stones are dead.

However, you can still make good use of them.

It might be hard, but this cut is a good tesuji.

White has to play here, then black ataris again.

After white captures, descending here is sente.

If there's a forcing move on the first line, you can often find a good followup.

After this, you can jump into white's territory.

Today, we've learned how to invade using tesujis.

If you remember and use them in your games, you'll feel excited!

Chapter 4 - Life and Death

Let's learn about seki today!

Here's a problem.

Black can rescue the corner with a seki.

Seki is no different from life, because you opponent can't capture your group.

To solve this problem, you need to have a good understanding of eye shape.

After white's placement here, it's not easy for black to save his group.

In this case, maximizing the eye shape is the best way to rescue black's group.

Then white will play here, to remove black's eye shape.

In fact, after this move, black has several ways to live.

This move is nice.

After white plays here, how should black respond?

If black plays here, white can't play anywhere.

Therefore, black's alive in seki.

Next, let's look at this move. It's also possible.

White has to play here. If black defends like this, it's seki again.

White can't capture black anymore.

Interestingly, connecting here is possible too.

White can try to capture black like this.

And this is a crucial moment for black.

If white plays here, black can't survive in the corner.

This is a vital point. Black can rescue his group by making seki.

Let's look at our next problem.

Black should create a seki to live.

How about making an eye here?

But if white cuts here, black can't survive with this eyespace.

Here's a tip. When making a seki, you shouldn't leave any cutting points.

This is the only move that can lead to seki.

When white plays here, where's the vital point?

Only this move can make seki.

So, up to here, we've also learned something about seki.

That brings us to the end of today's lesson.

There's one typical problem we see in beginners' games.

They often leave behind weaknesses and play elsewhere in haste.

If you do that, your position will become thinner, and you'll get punished by your opponent.

I advise you to defend your weak points first, then look for opportunities.

That will be more helpful in terms of improving at Go.

Thank you!

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