Playing OOP as Coldcaller

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Aim to bluff raise more: especially vs cbet 100%
-> we use weak draws (weak FD and gutshots) + bottom pairs + good backdoor draws (BDFD+BDSD)

Always check raise for value OOP (as we're now more balanced with our bluffs)
-> check/raise and bet bet with our two pairs+
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ONLY USE GTO IF VILLAIN IS A GOOD REG (or decent unknown)

Other than player types: try to look for stats such as: RFI from different positions
eg. villain's MP RFI = 20%: we know that he is raising any suited Ax and all offsuit broadways

Look at villain's stats
-play exploitatively in response to those stats

Check/call float:
-we only call bottom pair/Ace high in the hope of villain checking through all streets: if we know villain will barrel us off we rather not defend any weak holdings on the flop.
-we also call draws (gutshots) that can later be turned into a bluff on the river if turn is checked through (AIR vs AIR)
-in general: continue with hands with backdoor draws, any draws (gutshots included: although we sometimes check/raise), any pairs and strong A high hands: especially vs very aggro opponents as they may choose to barrel even when our hand hits

Check/raising vs Check/calling
-vs fish/bad regs = we play very exploitative and straight forward
-the higher our equity disadvantage, the less we want to check/raise (i.e. on boards that favors our opponents' range much more than ours)
-the more nut hands in our range, the more we can check/raise for value and bluffs
-we generally want to check/call vs opponents that are capable of triple barrel bluff**
-> however if villain is weak/passive, we can check/raise and DONK a lot for value
-check/raise with hands that we do not mind folding to a flop 3bet shove
-> avoid wasting equity with 9 or T high FD that we can check/call instead (with 50bb+ effective)

Example: [567] board- we can donk our straight draws (8x, 4x) vs weak/passive players as they'll most often check behind.
[we can lead on flops which heavily favours our range]

ALWAYS THINK LIKE A FUNNEL:
Flop: defend most pairs, good A highs, gutshots etc
Turn: defend tighter range; let go of the weakest pairs and draws
River: only defend the top part of our range
-> if we know villain is never bluffing in this spot: fold 100% of our range and only call with the nuts
[HERO FOLDS MAKE MORE MONEY THAN HERO CALL]

Always check/raise polarized: (gutshot + overcard + bottompairs)
***At 30bb effective- we can go broke with top pair top kicker***
-we can raise call the flop vs villain's shove

Continuing on Turn and River after Check/raising the Flop:
-if we're going for a big bluff: ALWAYS follow through on the TURN after check/raising flop
-Does the Turn or River improve villains range? Or does it improve our range?
-Give up a decent amount of your bluffs on blank turns (except if villain has many A high floats)
** when villain called our check/raise the flop and our bet on the turn: it is likely he has a made hand**
-> this means that villain is blocking our value hand (card removal effect)
->> we should bluff less: as we have less value hands in our range
[so if villain calls our raise and turn bet- we should let go of some bluffs on the river as his range is too strong]- SAME APPLIES FOR IP TRIPLE BARREL BLUFF: if villain calls our range and our bet: we shut down most rivers

Leading/Donking
-vs low c-bet frequency: we start betting turn for value
-vs villain who does not barrel turn very often (30% turn bet)- we lead many turns for value (not many bluffs)
-vs villain who barrel >50% we can check more value hands on the turn (exploitative)
-also depends on villain's opening range: which position they're opening from
-lead turns that improve our range a lot + turn card that will stop villain from barrelling frequently
-vs weak players: lead/donk plenty of scary rivers (straights/flushes) with our value hands (40% betsizing)
-we can lead TURNs that improve our range a lot-> even with our bluffs that we chose to float on the flop [Whenever the Turn greatly improve our range]
[however, we need to consider whether the nutted hand would be in our range or villain's range]- consider which position they're raising from preflop (eg. 

Multiway
-play very straight forward
-defend less OOP (fold weak toppair vs lots of action)
-find a good spot for sick bluff with blockers
-do not overplay value hands
-leading in the context of PROTECTION
-people bluff less multiway
-> keep this in mind when being in bluffcatcher mode on turn and river: villain did cbet into 2 people on the flop
-> our perceived range is also stronger when we call the flop therefore opponent will bluff even less
OVERFOLD > GTO calldown

Playing Turns OOP (consider all these information)
-consider all previous information (consider all this during marginal spots)
-> Preflop range (position)- is he tight/loose?
-> Flop action (sizing) + (flop-cbet%, check/back%, call turn-bet%)- did he bet big on the flop?
[if villain bets 1/4 on a wet board we can assume they do not have any top pairs etc.]
-> Turn cbet %
-> Player image
-> Future game
-> River gameplan (river bet%)
-> Our own range (where are we in our ran ge?)
[If all the information points to our opponent being tight: we can fold more on the turn]
[If all information points to our opponent being loose: we can defend a bit wider on the turn]
If we think our opponent is not bluffing enough- we fold our bluffcatchers
-start check/raising turns when the board gets drawy-> however still have some strong hands in our call range
Always think of each street as a funnel: we defend less and less hands each street

Playing Rivers


-train your mind to connect the dots faster
-repetition, repetition and repitition
-LEARN the fundamentals in order to focus on the information that matter:
-> learn what 20%, 25% and 50% range roughly looks like
-> know how much you have to defend against certain bet sizing

IT IS ABOUT MAKING THE BEST DECISION BASED ON GIVEN INFORMATION
-it is not about making the right decisions every single time: it is about making more right decisions than our opponents- USE LOGIC

In general: HERO FOLD > HERO CALL

Bluff-catching:
-we only bluff-catch when we block villain's value range
-> does not have to bluff the 'absolute' nuts
->> if villain's line is bet/check/bet then he might not have nuts in his range at all
->>> we bluff catch with hands that block his value range which would play bet/check/bet
-we only bluff-catch when we do not block any bluffs
-blockers > kicker when bluffcatching: eg K7 on K56T2: we block 78 therefore we rather call down with K3 and K4 and fold our K7 and K8 as we're blocking his bluffing range

Hand Examples:
-Multiway: we can turn our hand into a bluff if stack-to-pot ratio is low, and our opponent's range is very weak on the turn- eg. overcard hits and both villain checks behind
-> given the action, if villain does not have many A high floats on the flop: we can bet an A river in order to fold out hands such as underpairs that might float the flop and check back turn
-if we check/raise the flop on 955 : continue on turns that would improve our range (any cards that complete any gutshots)- if we know villain is capable of folding overpairs we can triple barrel
-Mutliway: if both opponents range are really weak (small flop bet + call), we can raise our gutshots in order to fold out weaker holdings + we continue on many turns that does not hit our opponents' calling range on the flop

POKER HAS 3 OPTIONS: CALL, FOLD OR RAISE
-we should aim to make the decision based on what our opponents' range looks like
-> always think in terms of opponents range: if he has a lot of top pairs we check
-if villain is aggro: he has a lot of bluffs- we can call with our value more and raise more with our bluffs
-if villain raised from UTG on 456 board- he cbet big: we can raise to target the broadway parts of villain's range (which consist of more combos than overpairs)
-if blind vs blind: villain range is very wide therefore we can play very aggressively (bet or raise)
- if villain defended big blind and flop comes AK2, we can cbet 100% of our range to target villain's air

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