Suji: Difference between revisions

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reorganize the page to (try to) make more sense. merge part of the intro and part of defense to "basic theory" section to explain why suji works
(reorganize the page to (try to) make more sense. merge part of the intro and part of defense to "basic theory" section to explain why suji works)
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{{Mahjong intervals|caption=Read the numbers across.}}
{{Mahjong intervals|caption=Read the numbers across.}}


'''Suji''' {{kana|筋}} involves the general inference of discarded tiles, when determining safe tiles.  The term alone points towards the principle of utilizing the "mahjong intervals". This applies to the numbered suits: [[souzu]], [[pinzu]], and [[manzu]]. While these three suits are numbered 1 through 9, the numbers may be arranged in a square fashion to determine the "intervals". The purpose is to deduce and/or determine tiles waiting via [[ryanmen|open]] [[machi|waits]]. The intervals themselves are based on the three-tile [[shuntsu|sequential groupings]]. Tiles along the intervals mark needed tiles to complete particular sequences. Reading the numbers to the right across, the three main intervals are 1-4-7, 2-5-8, and 3-6-9. Naturally, numbers within each interval can be paired such as 1-4 and 2-5. Other references to suji are available, such as matagi suji and ura suji.
'''Suji''' {{kana|筋}} is the use of the "mahjong intervals" to determine safe tiles from an opponent's [[discard pile]]. It applies to the numbered suits: [[souzu]], [[pinzu]], and [[manzu]]. There are three main intervals, as seen to the right: 1-4-7, 2-5-8, and 3-6-9. Numbers within each interval can be paired, such as 1-4 or 2-5.
 
==Basic Theory==
*The most common type of wait is an [[ryanmen|open]] [[wait]] (i.e. a [[ryanmen]] wait). An open wait is a wait that wins off two sides of a sequence, e.g. {23} or {34}.
*[[Shuntsu|Sequences]] are comprised of three sequential tiles. Therefore, an open wait will win off two tiles that are 3-apart. For example, {23} can win off either a 1 or 4 of the same suit. {34} can win off 2 or 5 of the same suit. This continues until you get the intervals of: 1-4, 4-7, 2-5, 2-8, 3-6, and 3-9.
*Due to the [[furiten]] rule, if a player has previously discarded any tile they could have won off of, they cannot win from other players.
*This makes suji helpful. Take the 1-4 interval. If an opponent discards a 4, then the 1 becomes safer against them. This is because an opponent cannot win off a 1-4 open wait. If they happened to have a 1-4 wait, it would be subject to furiten, and thus they couldn't win off your 1 discard. Similarly, the 7 also becomes safer when a 4 is discarded, due to the 4-7 interval.
 
Note: suji also applies to the other forms of furiten. After an opponent declares [[riichi]], then any non-winning tile discarded by anyone becomes safe. Therefore, suji can be applied to these tiles as well. If an opponent declares riichi, and another opponent discards a 4, then 1 and 7 are still considered suji.


==Intervals==
==Intervals==
The intervals for suji apply to any of the numbered suits.  Nine types of intervals are available.  For these examples, each of the three suits are used; but they apply to all of them.  Four tile patterns particularly utilize these intervals: [[ryanmen]], [[ryanmenten]], [[nobetan]], and [[sanmentan]].  In the following table, only the first two are examined.
The intervals for suji apply to any of the numbered suits.  Nine types of intervals are available.  For these examples, each of the three suits are used; but they apply to all of   In the following table, only the first two are examined.


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== Defense ==
== Defense ==
Defending using suji essentially presumes a player to be utilizing either the wait pattern of [[ryanmen]], [[ryanmenten]], [[nobetan]], [[sanmentan]], or some other variation. Under the rule of [[furiten]], if a player discarded a waiting tile, then the player's ability to call "ron" is disabled.  Therefore, certain tile discards may rule out certain mahjong intervals.
Suji implies that a player is using a [[ryanmen]] wait, or a related wait like [[ryanmenten]], [[nobetan]], or [[sanmentan]]. Ryanmen itself appears in around ~50% of winning hands, which is common, but not even close to guaranteed. Hands like [[toitoi]] and [[chitoitsu]] are immune to suji.


For example, take the 1-4-7 interval. If a 4 is discarded, this makes 1 and 7 safer, since if the opponent has a 23 or 56 as their final shape, they would be furiten on the 4. Note that a 7 being present does not necessarily make a 4 safe, as they could still have a 23. Therefore, both a 1 and 7 need to be present in order for 4 to be safer. In such a situation, the 4 is referred to being nakasuji. The same applies to the other intervals.
Note that the middle tiles (4,5,6) have two different suji intervals to account for. For example, 4 is part of the intervals 1-4 and 4-7. If an opponent discards a 7, the 4 isn't much safer, because the ryanmen of 1-4 is still present. In order to make 4 safer, both 1 and 7 must be safe. If both 1 and 7 are safe, then 4 is considered a nakasuji. The same applies to the other intervals.


Of course, one should not be necessarily dependent on these intervals alone, as some waiting patterns are immune to suji, such as a [[kanchan]] or [[shanpon]]. A [[toitoi]] hand is immune to suji.
Not all suji are equally safe. This is because some tiles can be targeted by [[penchan]] or [[kanchan]].
*Suji terminals (1 and 9) are the safest, as they can only be targeted by a [[tanki]] or [[shanpon]].
*Suji 2 and 8, as well as a completed nakasuji (4,5,6), are the next safest. They can be targeted by a tanki, shanpon, or kanchan.
*Suji 3 and 7 are the most dangerous, though still reasonably safe. They can be targeted by a tanki, shanpon, kanchan, or penchan.


Because of this, not all suji tiles are equally safe. Suji terminals (1 and 9) are the safest, as the only shapes that can be waiting on them are a [[tanki]] or [[shanpon]]. Nakasuji (4, 5, and 6) are the next safest, as they add the possibility of a [[kanchan]]. Suji 2 and 8 are roughly equivalent to nakasuji. Finally, suji 3 and 7 are the most dangerous (though still reasonably safe), as they add the chance of a [[penchan]] wait.
"Half suji" tiles, e.g. a 4 after only a 7 has been discarded, are not much safer than a regular tile.


This doesn't apply to the riichi tile. The suji of the riichi tile is generally agreed to be dangerous, thanks to the strength of ryankan shapes. See the [[#Offense|Offense]] section for more information.
Suji based off the riichi declaration tile is considered to be more dangerous than normal. This is due to the strength of a ryankan shape. See the [[#Offense|Offense]] section for more information.


===28 Suji vs 456 Nakasuji Safety===
===28 Suji vs 456 Nakasuji Safety===
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In a game without [[Dora#Akadora|red fives]], the 456 tiles could be seen as safer. This is because to have a kanchan on a middle tile, for example, a 4, they would have had a 135 shape in their hand. It's generally seen as better to wait with the 13 shape, since the 4 is more useful and less likely to be discarded, so a middle tile kanchan suji trap is slightly less likely for this reason.
In a game without [[Dora#Akadora|red fives]], the 456 tiles could be seen as safer. This is because to have a kanchan on a middle tile, for example, a 4, they would have had a 135 shape in their hand. It's generally seen as better to wait with the 13 shape, since the 4 is more useful and less likely to be discarded, so a middle tile kanchan suji trap is slightly less likely for this reason.


However, in a game with red fives, the player has an incentive to keep the red five. If they have a 135 shape, and the 5 is red, they would likely discard the 1 in order to keep the dora. Or, with a 246 shape, they could take the 46 shape and hope to win on the red five. 456 could be viewed as more dangerous in this ruleset, especially if you can't see the red five in the suit of your 2 or 8. As a side note, this is why the suji of a red five is seen as especially safe.
However, in a game with red fives, the player has an incentive to keep the red five. If they have a 135 shape, and the 5 is red, they would likely discard the 1 in order to keep the dora. Or, with a 246 shape, they could take the 46 shape and hope to win on the red five. 456 could be viewed as more dangerous in this ruleset, especially if you can't see the red five in the suit of your 2 or 8. As a side note, this is why the suji of a discarded red five is seen as especially safe.


The [[dora]] itself can also change things. If the 1 or 2 is dora, the player would generally want to keep the 13 shape for the value, while if the 4 or 5 is dora, they would want to keep the 35 shape. This applies to the other suji shapes as well.
The [[dora]] itself can also change things. If the 1 or 2 is dora, the player would generally want to keep the 13 shape for the value, while if the 4 or 5 is dora, they would want to keep the 35 shape. This applies to the other suji shapes as well.


===Checklist===
===Checklist===
For defense, eighteen different suji are in consideration as listed above.  Six basic suji multiplied by the three suits produces the count of eighteen suji.  After all, hand shapes frequently depend on ryanmen to win, as they are the most efficient and have the widest range of waiting tiles involving just two tiles in the hand.  By counting the number of visible suji, players can determine roughly how risky it is to discard a dangerous tile.
For defense, eighteen different suji are in consideration as listed above.  Six basic suji multiplied by the three suits produces the count of eighteen suji.  By counting the number of visible suji, players can determine roughly how risky it is to discard a dangerous tile.


{| class="wikitable"
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| Manzu (3 - 6) (6 - 9) || Pinzu (3 - 6) (6 - 9) || Souzu (3 - 6) (6 - 9)
| Manzu (3 - 6) (6 - 9) || Pinzu (3 - 6) (6 - 9) || Souzu (3 - 6) (6 - 9)
|}
|}
Say an opponent declares riichi on [[double riichi|turn 1]], discarding an honor tile, and your turn is next. If we assume the opponent has a ryanmen wait, there is only a 1/18 chance that any one of the untested suji intervals deals in.
If an opponent declares riichi after discarding 4-man, 2-pin, 6-pin, and 5-sou, then the following suji are safe: 1-4 man, 1-7 man, 2-5 pin, 3-6 pin, 6-9 pin, 2-5 sou, and 5-8 sou. This "eliminates" 8 suji intervals, leaving 10 intervals unaccounted for. Therefore, if we assume the opponent has a ryanmen wait, an untested suji has a 1/10 chance to deal in. As more tiles become safe


== Offense ==
== Offense ==
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=== Musuji ===
=== Musuji ===
Musuji {{kana|無スジ}} is a tile that is not suji.


=== Ura suji ===
=== Ura suji ===
1,758

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