Defense: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
m (→‎Honors: Shunstu)
mNo edit summary
(24 intermediate revisions by the same user not shown)
Line 1: Line 1:
Defense in [[Japanese mahjong]] means to '''avoiding dealing into other players' hands by not discarding winning tiles'''. Defense is an important skill, especially when other players call [[riichi]] and/or the threat of a high scoring hand. All else equal, a player with a lower "[[ron|deal in rate]]" will have a higher chance of winning the game.
Defense in [[Japanese mahjong]] means to '''avoiding dealing into other players' hands by not discarding winning tiles'''. Defense is an important skill, especially when other players call [[riichi]] and/or have a high scoring hand. All else equal, a player with a lower "[[ron|deal in rate]]" will have a higher chance of winning the game.


== General overview ==
== General overview ==
Defense is part of the game's learning curve. Typically, beginners may not be aware of defense, due to a greater focus towards general hand development and memorization of [[yaku]]. In the early stages of learning, a player may prioritize winning, since winning gives points. This is to some extent true, since you'll need to win at least one hand to finish first. However, it it not necessary to win every single hand to win a game.
Defense is part of the game's learning curve. Typically, beginners may not be aware of defense, as guides often focus on general [[tile efficiency|hand development]] and memorization of [[yaku]]. In the early stages of learning, a player may prioritize winning, since winning gives points. This is to some extent true, since you'll need to win at least one hand to finish first. However, it it not necessary to win every single hand to win a game.


Eventually, players learn the importance of minimizing deal-ins. In many instances, the points you lose matter more towards placement than the points you've gained. Still, a player has to produce hands, but they know when to attack and when to defend.
Eventually, players learn the importance of minimizing deal-ins. Much less points are lost via tsumo or tenpai settlements than with deal-ins. In many instances, the points you lose matter more towards placement than the points you've gained. Still, a player has to produce hands, but they should know when to attack and when to defend.


== Safe tiles ==
== Safe tiles ==
Line 14: Line 14:
===Sakigiri===
===Sakigiri===
{{main|Sakigiri}}
{{main|Sakigiri}}
'''Sakigiri''' is the act of discarding tiles before they become dangerous. With each tile draw and discard, the game's conditions are constantly changing. Most of the time, players may possess winning tiles for other players in the hand. They must either be used for the hand, discarded in time, or simply kept in the hand.
'''Sakigiri''' is the act of discarding tiles before they become dangerous. When sakigiri is mentioned, it usually comes at the cost of [[tile efficiency]] (hand speed).
 
Players will often receive at least one tile that another player could've won with. Sometimes, you can get those "winning" tiles before an opponent reaches tenpai. By discarding those tiles before opponent tenpai, it won't be dangerous. This technique is best done when you don't care about winning (e.g. you have a cheap hand). You could also use the tile in your hand, or [[betaori|fold]] by never dealing said tiles.
 
Note: if a dangerous tile does nothing in your hand and cannot be used to improve hand waits, then you should discard that tile early, no matter which tile you have.


== Techniques to find safe tiles ==
== Techniques to find safe tiles ==
Line 21: Line 25:
===Furiten and genbutsu===
===Furiten and genbutsu===
{{main|Furiten|Genbutsu}}
{{main|Furiten|Genbutsu}}
The most important defense technique.  [[Genbutsu]] involves tiles that are 100% safe due to the rules applied. Specifically, the [[furiten]] rule can be used:
The most important defense technique.  [[Genbutsu]] involves tiles that are 100% safe against a player, due to the [[furiten]] rule:
*Any tile that an opponent discarded is 100% against them.
*Any tile that an opponent discarded is 100% against them.
*After an opponent declares [[riichi]], any tile anyone discards (and not won off of) is 100% safe against that riichi player.
*Any tile that the player to your left has discarded this turn is 100% safe for this turn only.
*Any tile that the player to your left has discarded this turn is 100% safe for this turn only.
*After an opponent declares [[riichi]], any tile that is discarded and not won off of is 100% safe against that riichi player.


===Honors===
===Honors===
Line 31: Line 35:
*Honor tiles you can see all four copies of are safe against everything except [[kokushi musou]]. If kokushi isn't possible (e.g. all four copies of a ''different'' honor/terminal are also visible), then these honors are 100% safe.
*Honor tiles you can see all four copies of are safe against everything except [[kokushi musou]]. If kokushi isn't possible (e.g. all four copies of a ''different'' honor/terminal are also visible), then these honors are 100% safe.
*Honor tiles you can see three copies of are extremely safe. They can only be won off a [[tanki]] wait or kokushi musou. Even yakuhai are safe.
*Honor tiles you can see three copies of are extremely safe. They can only be won off a [[tanki]] wait or kokushi musou. Even yakuhai are safe.
*Honor tiles you can see one or two of are relatively safe. They are safer if they have been discarded already. Guest winds are safer than yakuhai.
*Honor tiles you can see one or two of are relatively safe. They become safer if at least one copy has been discarded by any player. Guest winds are safer than yakuhai.


"Live" (unplayed) [[yakuhai]] can be dangerous, becoming more dangerous as the game goes on. They are especially dangerous against a suspected [[honitsu]] hand.
"Live" (unplayed) [[yakuhai]] can be dangerous, becoming more dangerous as the game goes on. They are particularly dangerous against a suspected [[honitsu]] hand.


===Suji===
===Suji===
Line 39: Line 43:
{{main|Suji}}
{{main|Suji}}


'''Suji''' focuses on taking advantage of the furiten rule, and its application to the "mahjong intervals". Most two-sided or better waits will wait on tiles in the same suji, e.g. a {23} wait wins off either 1 or 4. Therefore, if a player has discarded 4-pin, the 1-pin and 7-pin become safer against that player. Neither is perfectly safe, however.
'''Suji''' focuses on taking advantage of the furiten rule, and its application to the "mahjong intervals". Most two-sided or better waits will wait on tiles that are 3 numbers apart. E.g. a {23} wait wins off either a 1 or 4 (4-3=1). Therefore, if a tile is safe, the tiles that are 3 apart from that tile are safer - the intervals of 3 are called "suji intervals". For instance, if a player has discarded 4-pin, the 1-pin and 7-pin become safer against that player. Neither 1 or 7 is perfectly safe, however.
 
It is ''very'' important to note that the middle tiles (4, 5, 6) require two tiles to be considered true suji. A discarded 1-pin by itself does not make 4-pin much safer, since the hand could contain a 4-7 wait. In order for 4-pin to be "full" suji, both 1-pin and 7-pin must be safe.  


Some suji are safer than others:
Some suji are safer than others:
*Suji terminals (1 and 9) are the safest, as they can only be targeted by a [[tanki]] or [[shanpon]].
*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 double-suji of 4/5/6, are the next safest. They can be targeted by a tanki, shanpon, or kanchan.
*Suji 2 and 8 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.
*Suji 3 and 7 are the most dangerous, though still reasonably safe. They can be targeted by a tanki, shanpon, kanchan, or [[penchan]].
 
*"Full" suji 4, 5, and 6 are about as safe as suji 2 and 8. "Half" suji 4, 5, and 6 are not safe.  
Note that "half suji" tiles are not much safer than a regular tile. For instance, if a player has discarded 7-pin, 4-pin is not safe, because the 1-4 suji is not safe. In order for 4 to be considered suji, both 1-pin and 7-pin have to be safe.
**Note: Full suji is when both suji interval tiles are safe. Half suji is when only one suji interval tile is safe. So a 1 being safe makes 4 half suji; both 1 and 7 being safe makes 4 full suji.


Using suji on the riichi declaration tile is more dangerous than normal. This is because of the ryankan shape (e.g. 135, 246, or 357). Ryankans are often kept as they can improve [[tile efficiency]]. But if the hand reaches tenpai with a ryankan intact, then it must discard one of the tiles. In this case, a player can discard the 5 and wait on the suji tile 2.
Using suji on the riichi declaration tile is more dangerous than normal. This is because of the ryankan shape (e.g. 135, 246, or 357). Ryankans are often kept as they can improve [[tile efficiency]]. But if the hand reaches tenpai with a ryankan intact, then it must discard one of the tiles. In this case, a player can discard the 5 and wait on the suji tile 2.
Line 55: Line 61:
{{main|Kabe}}
{{main|Kabe}}


A tactic similar to suji, kabe uses "walls" forms by seeing all four of a tile to remove the possibility of ryanmen waits
Kabe is a tactic similar to suji. If all four copies of a tile are visible, then it is impossible to have most types of sequence wait on certain tiles nearby.
 
For example, if you can see all four copies of 3-pin, then 1-pin and 2-pin cannot possibly be part of a sequence wait. This is because no opponent can possibly have a 23 or 34 shape, because no opponent can have a 3 in the first place.
 
Tiles towards the middle of the "blockade", such as 4-pin or 5-pin when all four 3-pin are visible, are not much safer, similar to how half suji are not much safer.


For example, if you can see all four copies of 3-pin, then 1-pin and 2-pin cannot possibly be part of a ryanmen wait. This is because no opponent can possibly have a 23 or 34 shape, because no opponent can have a 3 in the first place. Like suji, other waits are still possible. Kabe is comparable to suji (though kabe is safer), and should be used in a similar fashion.
Like suji, other waits - specifically, waits that are not sequences - are still possible. It is also possible to target 3 or 7 with a [[penchan]]. Overall, kabe is comparable to suji (though kabe is safer), and should be used in a similar fashion.


==The ways of defense and offense==
==The ways of defense and offense==
Line 64: Line 74:
{{main|Betaori}}
{{main|Betaori}}


'''Betaori''' is pure defense - it focuses on discarding nothing but safe tiles. In this state, a player has completely abandoned all hope of developing a winning hand, only trying to minimize the chance of dealing in. At times, even a player achieving a tenpai hand may need to completely break the tenpai for avoidance. The essence of betaori is to always discard the safest tile first. Suji tiles or even hell wait only honors shouldn't be discarded before any genbutsu tiles.
'''Betaori''' ("folding") is pure defense - it focuses on discarding nothing but safe tiles. In this state, a player has completely abandoned all hope of developing a winning hand, only trying to minimize the chance of dealing in. At times, it may be needed to break [[tenpai]] for defense. The essence of betaori is to always discard the safest tile first. Even suji and hell-wait honor tiles should not be discarded before genbutsu.


===Kanzen shinko===
===Kanzen shinko===
'''Kanzen shinko''' is the way of complete offense. A player basically ignores the opposing tenpai and proceeds to attack normally. It can be used with a very strong hand, a situation where a win is required, or in any case where the hand contains very few safe tiles. In the last case, one can switch to betaori if tiles in the hand become safe.
'''Kanzen shinko''' ("pushing") is the way of complete offense. A player basically ignores the opposing tenpai and proceeds to attack normally. It can be used with a very strong hand, a situation where a win is required, or in any case where the hand contains very few safe tiles. In the last case, one can switch to betaori if tiles in the hand become safe.


===Mawashi uchi===
===Mawashi uchi===
'''Mawashi uchi''' is a half-way style. A player will aim to discard relatively safe tiles while still aiming for tenpai.  Discardable tiles include honors, suji tiles and no-chance kabe tiles. From this state a player may fall back to betaori upon drawing dangerous tiles, or attack when reaching tenpai. This style is not recommended for beginners, and even for experienced players, it should be rarely used. It is appropriate to use when in a good shape iishanten for a strong hand.
'''Mawashi uchi''' is a half-way style. A player will aim to discard relatively safe tiles while still aiming for tenpai.  Discardable tiles include honors, suji tiles and no-chance kabe tiles. From this state a player may fall back to betaori upon drawing dangerous tiles, or attack when reaching tenpai. This style is not recommended for beginners due to requiring strong push/fold judgement (it is easy to discard recklessly, claiming it's "mawashi"). It is most appropriate to use when in a good shape iishanten for a strong hand.


==External links==
==External links==
1,709

edits

Navigation menu