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NL16SH AA facing turn-raise. 2 questions.

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DaPhunk
Joined: 01.03.2008

Poker Stars $16.00 No Limit Hold'em - 6 players
DeucesCracked Poker Videos Hand History Converter

Hero (UTG): $17.70
MP: $13.06
CO: $12.98
BTN: $16.14
SB: $22.82
BB: $16.64

Pre Flop: ($0.24) Hero is UTG with A :heart: A :spade:
Hero raises to $0.48, MP calls $0.48, 4 folds

Flop: ($1.20) J :diamond: 2 :spade: 5 :diamond: (2 players)
Hero bets $0.80, MP calls $0.80

Turn: ($2.80) K :club: (2 players)
Hero bets $1.84, MP raises to $3.68, Hero calls $1.84

River: ($10.16) 9 :club: (2 players)
Hero checks, MP bets $4.32, Hero folds

So my questions:

1)What range would most villains be raising turn with here? How will the raising range change for unknowns depending on the stakes?

(in this hand my villain is 38/8 on 184 hands, he has high turn aggression and relatively low river aggression, oh and 50% FvsCbet)

2)What hands should we put in our raising range in villains shoes? I make the assumption, that if we have a value raising range here on turn we should think of 1.5x as many combos (in position) to put into our bluff/semibluff range.


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6 replies
mbml
Joined: 27.11.2008

hi

1. This is a fold by default at NL50 and below - 80% of people have 2pairs + here TBH.

2. This guy is loose/passive - This makes it a snap/fold. Your sample is so small here, all your postflop stats are gonna be really insignificant. I'll just make broad assumptions on his postflop tendencies and fishes pretty much never bluff raise Turn and River.

3. 2 pairs +


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DaPhunk
Joined: 01.03.2008

So if the value range we could raise with is two-pair plus, what hands might we want to bluffraise with? Gutshots with no flushdraw? Q :spade:T :spade: for example might have been an example of a hand I would have thought of raising flop with, but with an OESD on turn it feels like it might be better to call it.


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mbml
Joined: 27.11.2008

not going to go into game theory here, but i think adding a few air combos is suitable.
Often, calling twice with a baby flush draw isn't going to be good cos you either miss and get forced off on the river, you bluff river and get bluff catched, or villain coolers you with a higher flush. So that's a suitable hand to turn into a semi-bluff raise on the turn.

The same applies for gutshots, I think they are not strong enough to call Turn again without reads. You could increase your turn raising frequency vs weaker players who will often give you a lot of credit by adding various ace highs and 2nd pair type of hand (set blocker) but that may be a little too much and may make your hand way too out of line.

2nd pair/3rd pairs are actually my favourite hands to make such plays though, because they block sets.


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DaPhunk
Joined: 01.03.2008

Thanks for your answer! I know its a rather different situation, but how might you adjust this raising range for being OOP Blinds vs Late-Position stealer? I imagine you are going to deviate a lot more from your standard gameplan in that scenario though.


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mbml
Joined: 27.11.2008

Occasionally I'll add some Top pairs with Good kickers, but those situations are rare and only suitable for people who are known to call down light. And basically there must be some draw present on the board so that you can rep a bluff.

But mostly I tend to use a polarized and bluff heavy range at lower limits cos they all give respect to such plays.


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DaPhunk
Joined: 01.03.2008

Thanks a lot! Very useful


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