Saint 1 Mahjong Soul player from Singapore, currently studying in university. Member of SgRiichi. I enjoy playing mahjong, Genshin Impact, and JRPGs like the Trails of Cold Steel/Yakuza/Tales of series.
This tanki thing seems wrong? In this case you have tenpai for a single time wait, but one away from a double sided (though not ideal) improved wait. And you're potentially waiting on 8 tiles to improve it. That is, you're waiting on 9 tiles, where one of them lets you win straight up. That is, if everything is ideal, you'd wait on 3 + 3* (8) + 4 = 31 actual tiles to improve/win your hand. Defintely agree with that 4 tiles in a row is super strong, or any tiles that are near each other are super strong, and can improve waits significantly... But waiting on a pair if you're doing sequences is imo not a bad thing; as long as you don't riichi.
Could be some weird interactions with music if it's not coincidence. Anyway, the reason for keeping North instead of dora for chiitoitsu is that it's more likely to come out, so higher win chance. Dealer wants to win and repeat.
9:08 In most cases, sanmenchan is instant riichi for me. Aside from obvious advantages, this type of wait usually comes with a better chance for ura-dora, because of many different tiles in hand. As for double wind, I usually look if my hand needs yakuhai to become something. Bad hand usually does need something. With yakuhai I can at least call for a quick 1000 hand, if I want. Another yaku may give a reason to keep it too: honitsu, chanta, chiitoitsu or maybe even honroutou. I'm slowly making progress in Master 1. In 3-player mode I even reached 2300/2800. In 4-player mode I have fewer games, but average gain seems good enough. Honestly, it's an achievement to even survive in Jade. The way ranking system works, anyone below average will be deranked sooner or later. So, basically 50% of Jade room players are stuck between Expert 3 and Master 1.
Just started Riichi Mahjong and getting videos that expalin to me why I lose or why I cant form a winning hand, which mistakes I have probably done is good to eliminate the possibilities to never get a win under my belt. Great video.
Thank you for your well explained videos, but I didn't memorized the terminology yet (shanpon, kanchan, ...) Could you make a terminology focused video?
Ryankan is definitely something I have noticed during my game since when I was a newbie, but the theory didn’t really click to me clearly, so this video has been a big help for a knot in my mind. I think I use to notice instinctively the pattern of ryankan when 1. Complex 6 tiles shape with 1 seq, 1 ryanmen and 1 “aloof” tile 2. If the “aloof” tile is another suji with what you wait on ryanmen, the pattern is likely ryankan. ( 134456 is not ryankan while 134556 is ryankan) I will definitely incorporate the knowledge into tile efficiency in my game. Thank you.
tbh, I’ve heard about aida yonken before, but I didn’t take it too seriously because I didn’t think it makes statistical difference, which turns out it did. There are so many discard reading techniques that I am not sure which one to trust/emphasize on. 😢 iirc sotogawa is still effective and relatively simple for me to catch on, so I’ve mostly been using only that.
Wouldn’t it be better to hold onto double side waits rather than the ryankan? I get it has slightly better tile acceptance but it’s also risky. Like in your example at 4:42 if you ditch the 8m to keep the possible 357m wait you might have better tile acceptance but then if you draw the tiles for the other waits first you are left discarding one end and waiting on a kanchan wait for your final tile. It feels like the slight dip in tile acceptance would be worth it in exchange for the better potential wait to finish on. Especially when waits like 14m and 69m would be solid waits to riichi on.
At All Last, I was thinking that the 8m wait is better, since it's a weaker tile, and 9m has been discarded more than 1m, so people are less likely to be using the 8m for 89m shapes or waiting on 8m with 79m shapes.
@@Xanxust1 Most of Touhou music should be safe. Some people use it as background music in their livestreams and RU-vid seems to allow it without any issues. Rules have exceptions though and false calls also may happen. I would estimate danger as hell-wait honor.
6:50 12334 is 234 + 13. 13 is 6th block, 3 is more dangerous than 1. It could be considered as 123 + 34, but 123 ruins possible tanyao, which could be used for either speed (if open) or some additional value (if closed). I don't consider rare yaku for this hand, but riichi-pinfu-tanyao-dora is quite good already. With possibility of tsumo, ippatsu and ura-dora, it can be 12000. That's my thoughts.
I took the advice in your video and it really improved my tenpai rate and quality! Before this, I rarely have waits on multiple tiles when in tenpai, now I can constantly get two tiles wait in tenpai.
It's difficult to answer this question because there's no way to measure which one gives "better" results. The best pro players usually combine both digital and analog playstyles. Digital = learning about theories, analog = learning about exceptions.
Since I started few days ago, it was difficult to understand where to focus my mind. After seeing your videos, it is a lot clearer and I enjoy the game even more.Thanks alot for taking the time to build and write those subtitle.
Lessons straight out of G Uzakus Tile Efficiency book which I warmly recommend to everyone. But this video had very good presentation and summarized strategies well. Looking forward to the next ones!
A nice video. Since I played in Gold room not long ago, I'll add a little of my experience. People in Gold room play quite aggressively, they don't respect riichi nowadays. In quite a few games, I escaped 4th place thanks to another reckless player. I put some efforts into my defense. Still, one good way to avoid dealing in is to win the hand. This is part of my defense. One of my recent 3-player games was ridiculous. I declared riichi on an innocent pinfu hand with one dora and two North tiles. So, an average mangan you see in 3-player mode. Meanwhile, there was a kan of dora dragons on board, but I have first riichi with a good wait. Result: I got one more North, rinshan, tsumo, 4 ura-dora. And winning tile was an aka-dora. I didn't even think I can get kazoe yakuman with pinfu hand. One of my opponents immediately performed rage-quit.
Nice video. Thanks for making it. For the hand in 5:28, there's probably one more exception not mentioned where it's getting close to the end of the hand, and you want to be in tenpai, then in this case, fixing the mentsu could be a good idea since you don't care bad waits and just want the widest acceptance.
@@Xanxust1 I don't know how I missed that detail before! Obviously it was as you say cause the riichi tile is still there after you did the chii. Thanks for clearing that up!
Pon chun gives you chance to increase your han. Chun, hatsu, honitsu, toitoi (6). Tsumo adds 2, sanankou, baiman. Dama 14m, you could get yasume 4m ron. 1m - Menhon, hatsu, chanta, iipeikou. (7) Baiman only if you tsumo. (3 1m remaining) 4m - Menhon, hatsu, (4han mangan) Tsumo will give extra han but not extra points. Now that you've opened your hand, can sit on the ankous, or open kan, for potential rinshan kaihou. So, pon chun, in this case, gave more options, therefore was the 'right' move imo.
A question at 1:51. In example three you mention the chance at sanshoku, does a chance count towards whether you should riichi. The point from Riichi book 1 mentioned was riichi if you have at least one han other than riichi, so is that only definite hans you know you will get if the hand wins or would prospective ones count as well even if there isn’t another han outside of riichi other than the prospective one?