Joseki 1
Diagram 1 -Basic Joseki

Diagram 1, Black move-3 pincer is one the most common’s basic joseki. Black usually goes or next but in return losing sente. In high-level point of view, this joseki is not favourable for Black because White has attacking move against Black in future. To take note, Black move-3 is not commonly seen in present professional games anymore.

Diagram 2, Black move-7 is a common beginner mistake. White can cut at move-10 and punishes Black with A or B.

Diagram 3, If Black move-13, White take the stone with move-14. White has bigger territory than expected.

Diagram 4, If Black move-13 to save the stone, White cuts at move-14 to kill Black’s top.

Diagram 5, Continued with Black’s mistake move-7, White can also punishes Black with move-12 pincer after exchange with move-8 and move-9. If Black move-13 wil be another mistake which causes a good fight from move-14 to move-24. Black is forces into ugly shape.

Diagram 6, Most of the time, this selection of joseki is most recommended for Black. as Black as development to the left and center influence.

Diagram 7, If we look back to san-san invasion. White is obviously pressed lower as compared to the joseki of Diagram 1; which supports the reason why Black is not satisfied with this joseki choice.

Diagram 8, White move-14 is common continuation against this joseki. Black must hane move-15 which reduces White’s liberty  for more impact. Black ended up with A or pressure depending on the surrounding.

Diagram 9,  Thus White move-18 must jumps then, move-20. If Black move-21, White can cuts to fight move-22 provided the marked stones or nearby stones are there.

Diagram 10, White can also easily move-22 to give up the stones to gain influence and development to the left.

Diagram 11, White move-14 is one of the follows-up then ended at move-16. Black immediately loses bit amount of territory space.

Diagram 12, After White move-1 and Black hane move-2. White move-3 is a very strong answer attacking Black’s thickness (which is not strong at all). If Black reinforces his shape with move-4, White can expand to move-5 with 3-spaces extension or even 2-spaces.

Diagram 13, If Black tries to counterattack with move-4, White can simply make living from move-11 and move-15. If Black omits move-10. White jumps at A is very strong move.

Diagram 14, White move-1 is the third follows-up against this joseki. Black cannot tenuki because White move-3 then move-5 force Black into bad shape. If Black move-6 is moved to A, White B could save the stone.

Diagram 15, Thus, Black move-2 to move-4 are to be expected from both side. White can play A if White emphasizes center of to expand to the right development.

Diagram 16, If Black move-2, White follows-up to move-7 are to be expectation settling the shapes. In conclusion, reason why Diagram 6 is more recommended by most Professional Players.