What is Deashi?
Deashi refers to how quickly and smoothly your hand develops in the early game. Used as “good deashi” or “bad deashi,” it describes hand progress from the starting deal through the first several turns.
Good deashi leads to faster wins, while bad deashi requires patience and adjustment. The first few turns often determine the hand’s fate, making deashi assessment an important skill.
Judging Deashi
Good vs Bad Deashi
| Factor | Good Deashi | Bad Deashi |
|---|---|---|
| Starting hand | Many pairs/sequences | Scattered |
| Shanten | Iishanten or better | Sanshanten+ |
| Useful tiles | Many (10+ types) | Few (5 or less) |
| Draws | Getting needed tiles | Only useless |
| Yaku | Confirmed or likely | None visible |
Turn-by-Turn Ideal
Starting: Ryanshanten
Turn 3: Iishanten
Turn 6: Tenpai
→ Good deashi
Starting: Sanshanten+
Turn 6: Still ryanshanten
→ Bad deashi
Factors Affecting Deashi
Starting Hand Quality
| Hand State | Rating | Deashi Impact |
|---|---|---|
| 2+ completed melds | Excellent | Very good |
| 3+ taatsu | Good | Good |
| 3+ pairs | Fair | Depends |
| All isolated | Poor | Bad |
Early Draws
-
Draw useful tiles
- Hand progresses
- Deashi improves
-
Only useless tiles
- Stagnation
- Deashi worsens
-
Draw dora
- Sudden acceleration
- Deashi jumps
Strategy by Deashi
With Good Deashi
-
Speed priority
- Aim for quick win
- Pressure opponents
-
Can aim for value
- Room to maneuver
- Consider higher hands
-
Riichi priority
- Go for ippatsu/ura
- Maximize points
With Bad Deashi
| Approach | Method | Goal |
|---|---|---|
| Wide shape | Consider calls | Speed to tenpai |
| Secure yaku | Yakuhai etc. | Win priority |
| Defense prep | Keep safe tiles | Avoid deal-in |
| Recovery | Build patiently | Mid-game push |
Psychological Impact
Effect on Players
-
Good deashi
- Builds confidence
- Become aggressive
- Game is fun
-
Bad deashi
- Creates anxiety
- Become passive
- Mistakes increase
Effect on Opponents
Fast discards → Good deashi → They're cautious
Slow discards → Bad deashi → They target you
Typical Deashi Patterns
Good Deashi Examples
Sequence type:
Starting: 234m 567p 45s EE SS 6s
→ Iishanten, pinfu confirmed
Pair type:
Starting: 11m 44p 77p 99s EE HH 5
→ Chiitoitsu iishanten
Bad Deashi Examples
Scattered:
Starting: 147m 258p 369s ESWN
→ All isolated, no yaku
Terminal-heavy:
Starting: 1199m 19p 19s ESWNHH
→ Hard-to-use tiles only
Average Progress Stats
| Starting Shanten | Avg Tenpai Turn | Deashi Rating |
|---|---|---|
| Iishanten | Turns 3-4 | Best |
| Ryanshanten | Turns 6-7 | Good |
| Sanshanten | Turns 9-10 | Normal |
| Suushanten | Turns 12-13 | Poor |
Reading Opponent Deashi
From Discards
-
Middle tiles on turn 1
- Hand is ready
- Likely good deashi
-
Rapid honor discards
- Hand is progressing
- Be cautious
-
Terminals in order
- Tanyao direction
- Watch middle tiles
Round Impact
East 1 Deashi
Good deashi start
→ Gain momentum
→ Overall favorable
Bad deashi start
→ Creates anxiety
→ Need recovery
South 4 (Final) Deashi
- Comeback chance
- Key to escape
- Race against time
- All-or-nothing
Common Mistakes
-
Judging only by deashi
- Mid-game can reverse
- Nothing’s decided yet
-
Panicking
- Desperate calls
- Rushing cheap hands
-
Giving up too early
- Recovery possible
- Patience matters
-
Overconfidence
- Don’t let guard down
- Caution still needed
Related Terms
- Haipai: Starting hand
- Shanten: Distance from tenpai
- Yuukou-hai: Useful tiles
- Joban: Early game
Summary
Deashi describes how well your hand develops in the early game. Based on starting hand quality, early draws, and useful tile count, it affects subsequent strategy. Beginners should watch “progress in turns 3-6” - play aggressively with good deashi, cautiously with bad. Even with poor deashi, don’t give up - patient building can create comeback chances.