|
I have terrible trouble in guessing what my opponent is holding, so I can't use that to my advantage.
I think the first thing you need to do is stop trying to "guess" what your opponent is holding, and instead assign him a range of hands that he can have based on the action you've seen.
For example, a solid tight aggressive villain with 100bb raises under the gun in a 9 seater game. He probably has one of ATs AJs AQo AQs AKo AKs KQs 99 TT JJ QQ KK AA. That's 13 hands. However, he's much more likely to have some hands over others, which is why we think in terms of combos. A combo is a combintation of cards that make a hand... for example, AKs has four combos... AsKs, AdKd, AhKh, and AcKc... while AKo has twelve (AsKc, AcKh etc)... we can therefore know that villain is three times more likely to have AKo than AKs. That's not hugely helpful in its own right, but when we start to understand combos and ranges, we can start to calculate how much equity we have at any given time, which is a much more useful tool than "guessing".
Study ranges, combos, and equity, and your game will improve immensely.
|