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:
| Condition | Details | Notes |
|---|---|---|
| East triplet | ![]() ![]() ![]() | Can pon |
| South triplet | ![]() ![]() ![]() | Can pon |
| West triplet | ![]() ![]() ![]() | Can pon |
| North triplet | ![]() ![]() ![]() | Can pon |
| Pair | Any OK | Non-winds allowed |
Treatment as Double Yakuman
Differences by rules:
| Ruleset | Treatment | Reason |
|---|---|---|
| General | Double yakuman | Extremely difficult |
| Some regions | Single yakuman | Unified rules |
| Competitive | Varies by tournament | Confirm 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)
Related Terms
- Shousuushii: 3 wind triplets + 1 pair
- Kazehai: East-South-West-North collectively
- Double Yakuman: 2x yakuman value
- Tsuuiisou: Can combine with this
- Suuankou: Can combine if closed
Common Mistakes and Points to Note
Points Beginners Often Mistake
-
Confusing with shousuushii
- Daisuushii: All 4 as triplets
- Shousuushii: 3 triplets + 1 pair
-
Pair flexibility
- Non-winds OK
- Don’t need 5th set
-
Calling judgment
- All 4 can be called
- But 4th is extremely difficult
-
Point confirmation
- Confirm if double yakuman
- Depends on ruleset
Daisuushii Strategy
Starting Hand Judgment
Conditions for aiming:
| Wind situation | Judgment | Reason |
|---|---|---|
| All 4 pairs | Miraculous, go all in | Perfect start |
| 3 pairs + 1 tile | Actively aim | Good potential |
| 2 or fewer pairs | Not realistic | Consider shousuushii |
Calling Strategy
Method to collect 4:
-
Immediate calling tactics
- Pon instantly when seen
- Don’t miss a single one
-
Order considerations
- Call guest winds first
- May save yakuhai
-
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:
-
Opponents using it
- As yakuhai
- Won’t easily discard
-
Buried in wall
- Nobody uses it
- Must draw yourself
-
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:
- Tenhou (about 0.0003%)
- Chiihou (about 0.0005%)
- Daisuushii (about 0.0016%)
- Suukantsu (about 0.0001%)
Daisuushii Intimidation
Impact on Table
After calling 3:
-
Table freezes
- Daisuushii possibility
- At minimum shousuushii
-
Everyone folds
- Can’t compete
- Aim for exhaustive draw
-
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:
| Combo | Condition | Result |
|---|---|---|
| Tsuuiisou | Pair also honor | Triple yakuman |
| Suuankou | All closed | Triple yakuman |
| Suukantsu | All quads | Triple 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:
-
Double yakuman faction
- Mainstream
- 96,000 points
-
Single yakuman faction
- Some regions
- 48,000 points
-
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:
-
One of the peaks
- Alongside chuuren poutou
- Legendary existence
-
Complete domination
- Wind monopoly
- Absolute control
-
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:
-
Achievement in pro matches
- Extremely rare
- Big news
-
Starting hand daisuushii
- Theoretically possible
- Unconfirmed
-
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.



