Quote:
Originally Posted by GTOJacob
Yeah, I think I agree with pretty much all of this (KQ isn't a fold pre 3 handed though)
and although I was playing too many tables to randomize this spot, I usually use a randomizer to decide my x check range so I'll have a turn range that can withstand pressure on most runouts
Also, from villains POV, shouldn't AQ/KQ (especially with a club) be a better river call than his two pairs? So maybe the J is bad card to bluff with? Would be alot worse if it wasn't a club I assume
Tbh, I think using a randomiser postflop at the micros may be overdoing it, but if you're able to make it work, it's not a bad thing.
In terms of AQ/KQ being better calls, I think it wouldn't be unreasonable to take your line with 2 pair hands, so I think QJ would have a chance of being ahead of part of your value range, it would be a better call in that respect (although that isn't the case with JT). If 2 pair aren't part of your value range, then AQ/KQ decrease the value range by 6 combos, and 2 pair hands by 4 combos. However, A and K are also the most likely cards for you to bluff with, so I'm not sure that the unblocker effects don't counteract that. Not too sure if JT is a better calling hand than AQ based on that (although I do think QJ is the best of them all, as you should be unlikely to bluff with either of those cards). When in doubt, I tend to call with the hands that have the strongest absolute value.
Also, if they have a
, it would be either the Ac or Kc, and those are probably the cards villain most wants you to have, so I'd say those specific combos are the worst AQ/KQ combos to bluff catch with. I also think you may be giving villain too much credit for the depth of thought they'll have when choosing which hands to call with, I reckon it is safe to assume their calling range here will be linear and purely based on hand strength.