Suji: Difference between revisions

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*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. a hand containing {23}, or a hand containing {34}.
*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. a hand containing {23}, or a hand containing {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.
*[[Shuntsu|Sequences]] are comprised of three sequential tiles. Therefore, an open wait will win off two tiles that are 3-apart. For example, a {23} ryanmen 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.
*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.
*Therefore, if a tile in a suji interval is discarded, then other tiles in that interval become safer against that player. For example, if an opponent discards a 4, then the 1 of the same suit is safer. This is because, if they had an open wait, it would be subject to furiten. Similarly, the 7 also becomes safer when a 4 is discarded, due to the 4-7 interval.
*Therefore, if a tile in a suji interval is discarded, then other tiles in that interval become safer against that player. For example, if an opponent discards a 4, then the 1 of the same suit is safer. It would be impossible for them to have an open wait without entering [[furiten]]. Likewise, the 7 becomes safer when a 4 is discarded, due to the 4-7 interval.
**However, if a 1 is discarded, 4 does not become safer. This is because there are two different intervals for 4, that being 1-4 and 4-7. In order for 4 to be a "full" suji, both 1 and 7 have to be discarded. The same applies to 5 and 6.
**If a 1 is discarded, 4 does not become safer. There are two different intervals for 4: 1-4 and 4-7. Thus, after discarding a 1, it is not ''impossible'' for an opponent to have an open wait on 4; they could be waiting on the 4-7 interval. In order for 4 to be a "full" suji, both 1 and 7 have to be discarded. The same applies to 5 and 6.


Note: suji also applies to the other forms of furiten. So long as a given tile is 100% safe ([[genbutsu]]) against an opponent, you can use the suji of that tile. After an opponent declares [[riichi]], then any non-winning tile discarded by anyone becomes safe through furiten. Therefore, suji can be applied to those discarded tiles as well. So if an opponent declares riichi, and the next opponent discards a 4, then 1 and 7 are still considered suji.
Note: suji also applies to the other forms of furiten. So long as a given tile is 100% safe ([[genbutsu]]) against an opponent, you can use the suji of that tile. After an opponent declares [[riichi]], then any non-winning tile discarded by anyone becomes safe through furiten. Therefore, suji can be applied to those discarded tiles as well. So if an opponent declares riichi, and the next opponent discards a 4, then 1 and 7 are still considered suji.
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The strategy of suji may be used offensively.  By utilizing suji in reverse, a player may use a tile within an interval to lure out a winning tile along the same interval.  A defending player may presume a certain tile to be safe by suji, when it is actually not.  This is commonly known as the "suji trap".
The strategy of suji may be used offensively.  By utilizing suji in reverse, a player may use a tile within an interval to lure out a winning tile along the same interval.  A defending player may presume a certain tile to be safe by suji, when it is actually not.  This is commonly known as the "suji trap".


A common way for this to occur is when a player has a ryankan shape, such as 468. In this case, the opponent can discard the 4, and wait on 7. This takes advantage of other player's knowledge of suji.
A common way for this to occur is when a player has a ryankan shape, such as 468. In this case, when reaching tenpai with a ryankan, the opponent can discard the 4, and wait on 7. This takes advantage of other player's knowledge of suji.


== Other suji ==
== Other suji ==
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