Suushiihou: Difference between revisions

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* [http://tenhou.net/0/?log=2014030717gm-0001-0000-0cd00f62&tw=3&ts=0 daisuushii] with [[tsuuiisou]]
* [http://tenhou.net/0/?log=2014030717gm-0001-0000-0cd00f62&tw=3&ts=0 daisuushii] with [[tsuuiisou]]
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'''Suushiihou''' {{kana|四喜和}} are the two [[kazehai|wind-based]] [[yakuman]]: '''shousuushii''' {{kana|小四喜}} and '''daisuushii''' {{kana|大四喜}}.  Both involve all four [[kazehai|wind tiles]]. Shousuushii requires three [[mentsu|groups]] winds, and a [[jantou|pair]] of the last wind, while daisuushii requires groups of all four. Both are worth yakuman, though daisuushii can be worth double yakuman if a [[Rule variations|ruleset]] allows it.
'''Suushiihou''' {{kana|四喜和}} are a group of two [[kazehai|wind-based]] [[yakuman]]:  
* '''Shousuushii''' {{kana|小四喜}}: Have tile groups (triplets/quads) of three winds, and a pair of the last wind.
* '''Daisuushii''' {{kana|大四喜}}: Have tile groups (triplets/quads) of all four winds.
 
Both are worth yakuman, though daisuushii can be worth double yakuman if a [[Rule variations|ruleset]] allows it.


==Tile diagram==
==Tile diagram==
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==Value==
==Value==
Shousuushii is almost universally reckoned as a yakuman with a base value of 8000 points, meaning that a dealer wins 48000 while a non-dealer wins 32000 with the hand. As daisuushii is a rarer yakuman, some rules allow it as a [[multiple yakuman|double yakuman]], in which case it scores twice as much. In other rulesets, however, especially competition rulesets, daisuushii is only scored as a single yakuman.
Shousuushii is almost universally reckoned as a yakuman with a base value of 8000 points, meaning that a dealer wins 48000 while a non-dealer wins 32000 with the hand. As daisuushii is a rarer yakuman, some rules allow it as a [[double yakuman]], in which case it scores twice as much. In other rulesets, however, especially in competition rulesets, daisuushii is only scored as a single yakuman.


==Strategy==
==Strategy==
Like [[daisangen]], suushiihou are often developed by taking a hand with potential to develop with [[honitsu]] and pushing them to the extreme. As even shousuushii requires having eleven of the sixteen wind tiles, pushing directly for these hands is unlikely to be met with success. More often, suuhsiihou are developed by developing towards a hand that encourages holding onto spare honours, and then drawing enough winds to make a viable push for the hand.
Like [[daisangen]], the suushiihou are often developed by taking a hand with potential to develop with [[honitsu]] and pushing them to the extreme. As even shousuushii requires having eleven of the sixteen wind tiles, pushing directly for these hands is unlikely to be met with success. More often, suuhsiihou are developed by developing towards a hand that encourages holding onto spare honours, and then drawing enough winds to make a viable push for the hand.


===Attempting===
===Attempting===
Six winds, including at least one of each, is probably the minimum that one should have before even considering chasing suushiihou. In most cases, however, it would be ill-advised to begin aiming for these hands without seven or, more often, eight winds. The distribution matters, as winds are easily [[naki#pon|ponned]]. As a result, having pairs of more winds is better, since it allows for calls to complete triplets. Because winds are usually discarded early, if the player is missing a pair of one wind, there is a decent chance that others will discard it aggressively and ruin the chance at forming the hand.
Having six winds, with at least on of each type, is likely the minimum to even consider suushiihou. Even then, it would be ill-advised without at least eight winds. Since winds are easily [[pon]]ned, having pairs helps develop the hand. Because winds are usually discarded early, if the player is missing a pair of one wind, there is a decent chance that others will discard it aggressively and ruin the chance at forming the hand.


===Waits===
===Waits===
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