Suushiihou: Difference between revisions

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|type        = Yakuman
|type        = Yakuman
|kanji      = 小四喜<br>大四喜
|kanji      = 小四喜<br>大四喜
|english    = Small winds<br>Big winds
|english    = Little four winds<br>Big four winds
|value      = Yakuman
|value      = Yakuman
|yakuSpeed  = Slow
|yakuSpeed  = Very slow
|difficulty  = Hard
|difficulty  = Very hard
|yakuCombine = * [[Tenhou]]
|yakuCombine = * [[Tenhou]]
* [[Chihou]]
* [[Chihou]]
Line 11: Line 11:
* [[Suu kantsu]]
* [[Suu kantsu]]
* [[Tsuuiisou]]
* [[Tsuuiisou]]
 
|gameExample = * [http://tenhou.net/0/?log=2012111209gm-0009-7447-x33034e7e5279&tw=2&ts=4 With] [[hadaka tanki]]
* [http://tenhou.net/0/?log=2012110412gm-0009-7447-f301ef0d&tw=3&ts=7 With] [[shanpon]]
* [http://tenhou.net/0/?log=2012022214gm-0009-0000-7e9ff3d7&tw=3&ts=9 Shousuushii] with [[tsuuiisou]]
* [http://tenhou.net/0/?log=2014030717gm-0001-0000-0cd00f62&tw=3&ts=0 daisuushii] with [[tsuuiisou]]
}}
}}
Both '''shousuushi''' (小四喜) and '''daisuushi''' (大四喜) are standard [[List of yaku#Yakuman|yakuman]].  Both involve the [[kazehai]] (wind tiles).
'''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.


==Tile diagram==
==Tile diagram==
The difference between the two yakuman forms are subtle. Shousuushi only need a complete group of three out of the four wind types, while pairing up the fourth type.  On the other hand, daisuushi requires a complete group for all four wind types.


===Shousuushi===
===Shousuushii===
{{#mjt:1112233z456p}} {{#mjt:44'4z}} Agari: {{#mjt:2z}} or {{#mjt:3z}}
{{machi
|pattern = 456p1112233z
|tiles called = 44'4z
|tilewaits = 23z
|wait status = Agari
}}


===Daisuushi===
===Daisuushii===
{{#mjt:11122233z66p}} {{#mjt:44'4z}} Agari: {{#mjt:3z}}.
{{machi
|pattern = 2m111333444z
|tiles called = 2'22z
|tilewaits = 2m
|wait status = Agari
}}


:''Note'': This would be shousuushi if agari on {{#mjt:6p}}
===Either===
{{machi
|pattern = 77s22444z
|tiles called = 111'3'333z
|tilewaits = 2z
|wait status = Agari
|yasume = 7s
}}


==Formation==
In this case, the [[takame]] tile will give daisuushii, while the [[yasume]] will give shousuushii.


==Value==
==Value==
Shousuushi and daisuushi both have the value of a yakuman and therefore award 32000 points to a non-dealer winner or 48000 points to a dealer winner. However, as daisuushi is a rarer yakuman, in rulesets where a double yakuman is allowed, it is counted as such and awards 64000 points to a non-dealer winner or 96000 points to a dealer winner respectively.
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.
 
==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.
 
===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.
 
===Waits===
When developing a suushiihou hand, attention should be taken to ensure that the hand will complete as quickly as possible once enough winds have been attained. This usually means holding together another group to accompany the winds, usually allowing for shousuushii.
 
Because of its requirement to have four triplets, daisuushii hands will only have two possible waits: either a [[tanki|pair wait]] on a non-wind tile, or a [[shanpon|triplet wait]] on the last wind and a non-wind tile. In the shanpon case, getting the non-wind tile will always give shousuushii. An opportunity may arise to improve the wait to a sequence wait, at the cost of abandoning the chance at shosuushii. If this arises, it is generally a good idea to take it, especially if daisuushii is counted as single yakuman. Even if it counts double, other players may be wary of dealing the last wind, particularly if several calls have been made already and they are alerted to the possibility of yakuman.
 
When daisuushii occurs on a pair wait, it is again possible that the hand will be given the opportunity to downgrade to a shousuushii sequence wait. The same considerations apply as before.
 
===Fallbacks===
If an attempt at suushiihou is ruined by other players discarding three of the same wind (preventing a pair), then the hand will probably still have viable options to meet its [[yaku]] requirement. In most cases, it will already have obtained [[yakuhai]] from one of the winds, but [[honitsu]], [[chanta]], and [[toitoi]] remain as potential alternatives.
 
==Sekinin Barai==
{{main|sekinin barai}}
 
When [[sekinin barai]] is used, it is usually applicable to daisuushii. Under this rule, if a player has three visible melds of wind tiles, another player deals the fourth wind, and the first player calls that to form a group, then the second player becomes liable for the hand, and must pay its full value in the case of a [[tsumo]] or half its value in the case of a [[ron]]. This liability arises as a penalty for creating a guaranteed yakuman hand, and is applicable even though the upgrade does not increase its value from shousuushii.
 
==Combinations==
 
As yakuman, the suushiihou can only be combined with other yakuman. Both shousuushii are often combined with [[tsuuiisou]], where the last triplet or the pair are formed from [[sangenpai|dragon tiles]]. Shousuushii and tsuuiisou is in fact the most common yakuman combination, even though [[daisangen]] is easier than shousuushii. Very rarely, these yakuman are combined with [[suuankou]], and while they are in theory compatbile with [[tenhou]], [[chiihou]], [[renhou]] (if a yakuman), and [[suukantsu]], the odds of any of these combinations occurring are astronomically small.


==External links==
==External links==
{{jpwiki|小四喜|Shousuushii}}
{{jpwiki|大四喜|Daisuushii}}
[[Category:Yakuman]]
[[Category:Yakuman]]


{{Navbox yaku}}
{{Navbox yaku}}

Revision as of 05:51, 18 April 2019

Suushiihou
Type Yakuman
Kanji 小四喜
大四喜
English Little four winds
Big four winds
Value Yakuman
Speed Very slow
Difficulty Very hard

Suushiihou 「四喜和」 are the two wind-based yakuman: shousuushii 「小四喜」 and daisuushii 「大四喜」. Both involve all four wind tiles. Shousuushii requires three groups winds, and a 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 ruleset allows it.

Tile diagram

Shousuushii

Agari:

Daisuushii

Agari:

Either

Agari: Yasume:

In this case, the takame tile will give daisuushii, while the yasume will give shousuushii.

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 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.

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.

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 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.

Waits

When developing a suushiihou hand, attention should be taken to ensure that the hand will complete as quickly as possible once enough winds have been attained. This usually means holding together another group to accompany the winds, usually allowing for shousuushii.

Because of its requirement to have four triplets, daisuushii hands will only have two possible waits: either a pair wait on a non-wind tile, or a triplet wait on the last wind and a non-wind tile. In the shanpon case, getting the non-wind tile will always give shousuushii. An opportunity may arise to improve the wait to a sequence wait, at the cost of abandoning the chance at shosuushii. If this arises, it is generally a good idea to take it, especially if daisuushii is counted as single yakuman. Even if it counts double, other players may be wary of dealing the last wind, particularly if several calls have been made already and they are alerted to the possibility of yakuman.

When daisuushii occurs on a pair wait, it is again possible that the hand will be given the opportunity to downgrade to a shousuushii sequence wait. The same considerations apply as before.

Fallbacks

If an attempt at suushiihou is ruined by other players discarding three of the same wind (preventing a pair), then the hand will probably still have viable options to meet its yaku requirement. In most cases, it will already have obtained yakuhai from one of the winds, but honitsu, chanta, and toitoi remain as potential alternatives.

Sekinin Barai

When sekinin barai is used, it is usually applicable to daisuushii. Under this rule, if a player has three visible melds of wind tiles, another player deals the fourth wind, and the first player calls that to form a group, then the second player becomes liable for the hand, and must pay its full value in the case of a tsumo or half its value in the case of a ron. This liability arises as a penalty for creating a guaranteed yakuman hand, and is applicable even though the upgrade does not increase its value from shousuushii.

Combinations

As yakuman, the suushiihou can only be combined with other yakuman. Both shousuushii are often combined with tsuuiisou, where the last triplet or the pair are formed from dragon tiles. Shousuushii and tsuuiisou is in fact the most common yakuman combination, even though daisangen is easier than shousuushii. Very rarely, these yakuman are combined with suuankou, and while they are in theory compatbile with tenhou, chiihou, renhou (if a yakuman), and suukantsu, the odds of any of these combinations occurring are astronomically small.

External links

Shousuushii in Japanese Wikipedia
Daisuushii in Japanese Wikipedia