What is Daisuushii? Big Four Winds - The Ultimate Yakuman Explained for Beginners

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| About 5 min read | Tsumoron Editorial Team

What is Daisuushii (Big Four Winds)?

Daisuushii (大四喜) is a mahjong yakuman where you make triplets from all four wind tiles (East, South, West, North). The ultimate form of “Suushiihou” (four winds harmony), it’s treated as a double yakuman in most rulesets and is one of the most difficult yakuman to achieve.

With an overwhelming pattern that monopolizes all winds, its occurrence rate is extremely low at about 0.0016%, making it a precious yakuman you may encounter once in a lifetime, if at all.

Detailed Explanation of Daisuushii

Establishment Conditions

For daisuushii to be valid, these conditions must be met:

ConditionDetailsNotes
East triplet:1z::1z::1z:Can pon
South triplet:2z::2z::2z:Can pon
West triplet:3z::3z::3z:Can pon
North triplet:4z::4z::4z:Can pon
PairAny OKNon-winds allowed

Treatment as Double Yakuman

Differences by rules:

RulesetTreatmentReason
GeneralDouble yakumanExtremely difficult
Some regionsSingle yakumanUnified rules
CompetitiveVaries by tournamentConfirm beforehand

Usage Examples

Real Game Situations

Example 1: Achievement

"Daisuushii! Double yakuman!"
"Finally completed daisuushii"

Example 2: Building Phase

"Called 3 winds, aiming for daisuushii"
"Not shousuushii, can get daisuushii"

Example 3: Warning Expressions

"Called 3 winds, daisuushii coming?"
"Absolutely can't discard the last wind"

Daisuushii Patterns

Basic Form

Hand: :1z::1z::1z: :2z::2z::2z: :3z::3z::3z: :4z::4z::4z: :7z::7z:
Complete: 4 wind triplets + pair

Common Real Game Form

All called:

Pon: :1z::1z::1z: :2z::2z::2z: :3z::3z::3z: :4z::4z::4z: (all sideways)
Hand: :5m:
Wait: :5m: (tanki wait)

Common Mistakes and Points to Note

Points Beginners Often Mistake

  1. Confusing with shousuushii

    • Daisuushii: All 4 as triplets
    • Shousuushii: 3 triplets + 1 pair
  2. Pair flexibility

    • Non-winds OK
    • Don’t need 5th set
  3. Calling judgment

    • All 4 can be called
    • But 4th is extremely difficult
  4. Point confirmation

    • Confirm if double yakuman
    • Depends on ruleset

Daisuushii Strategy

Starting Hand Judgment

Conditions for aiming:

Wind situationJudgmentReason
All 4 pairsMiraculous, go all inPerfect start
3 pairs + 1 tileActively aimGood potential
2 or fewer pairsNot realisticConsider shousuushii

Calling Strategy

Method to collect 4:

  1. Immediate calling tactics

    • Pon instantly when seen
    • Don’t miss a single one
  2. Order considerations

    • Call guest winds first
    • May save yakuhai
  3. The last one

    • Most difficult
    • Requires persistence

Daisuushii in Real Play

Path to Daisuushii

Challenge to miracle:

Starting hand: 3-4 wind pairs (miraculous)

Early game: Pon 1st, 2nd

Mid game: Pon 3rd too (shousuushii confirmed)

Late game: Wait for 4th (biggest challenge)

The Last Wind Problem

Difficulty of the 4th:

  1. Opponents using it

    • As yakuhai
    • Won’t easily discard
  2. Buried in wall

    • Nobody uses it
    • Must draw yourself
  3. Opponents on guard

    • After seeing 3
    • Absolutely won’t discard

Daisuushii Probability and Value

Low Occurrence Rate

Statistical data:

  • Daisuushii: About 0.0016%
  • Tenhou: About 0.0003%
  • Daisuushii is harder to get

Yakuman Rarity Ranking

By rarity:

  1. Tenhou (about 0.0003%)
  2. Chiihou (about 0.0005%)
  3. Daisuushii (about 0.0016%)
  4. Suukantsu (about 0.0001%)

Daisuushii Intimidation

Impact on Table

After calling 3:

  1. Table freezes

    • Daisuushii possibility
    • At minimum shousuushii
  2. Everyone folds

    • Can’t compete
    • Aim for exhaustive draw
  3. Wind monopoly

    • Nobody can use winds
    • Hands restricted

Psychological Effect

Pressure on opponents:

  • Defeatist mood
  • Induces mistakes
  • Concentration drops

Combination Possibilities

Ultimate Combinations

Possible combinations:

ComboConditionResult
TsuuiisouPair also honorTriple yakuman
SuuankouAll closedTriple yakuman
SuukantsuAll quadsTriple yakuman (theoretical)

Realistic Combination

With tsuuiisou:

Example: :1z::1z::1z: :2z::2z::2z: :3z::3z::3z: :4z::4z::4z: :5z::5z:
→ Daisuushii + Tsuuiisou (triple yakuman)

Local Rules

Point Treatment

Regional differences:

  1. Double yakuman faction

    • Mainstream
    • 96,000 points
  2. Single yakuman faction

    • Some regions
    • 48,000 points
  3. Special treatment faction

    • Beyond yakuman
    • Special rules

Pao (Responsibility Payment) Presence

Responsibility payment:

  • Generally none
  • Some apply to 4th
  • Confirm beforehand

History and Culture

Daisuushii’s Position

Value in mahjong history:

  1. One of the peaks

    • Alongside chuuren poutou
    • Legendary existence
  2. Complete domination

    • Wind monopoly
    • Absolute control
  3. Stories passed down

    • Pride for life
    • Becomes legend

Completion of Four Directions

Symbolic meaning:

  • Unification of East-West-South-North
  • World conquest
  • Perfect harmony

Daisuushii Records

Famous Daisuushii

Historic moments:

  1. Achievement in pro matches

    • Extremely rare
    • Big news
  2. Starting hand daisuushii

    • Theoretically possible
    • Unconfirmed
  3. Double daisuushii

    • Twice in one game
    • Urban legend level

Conclusion

Daisuushii (big four winds) is one of the most difficult yakuman, requiring triplets of all four winds (East, South, West, North). Treated as double yakuman in most rules, with an extremely low occurrence rate of about 0.0016%, it’s a precious hand you may encounter once in a mahjong lifetime, if at all. For beginners, first learn the basics: “make all 4 winds into triplets,” and if you get a starting hand with 3+ wind pairs, chase the dream. After calling 3, shousuushii is confirmed, so it’s worth going all in for the last one. Daisuushii stands at the pinnacle of mahjong as the ultimate yakuman.

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