
I would play the 3-3 myself.

The extension to G-16 is big.

It still is. But so is the attachment at P-03, which is the sharpest play.

Good!

The solid connection looks better.

Q-14 is more severe.

Does not threaten much. G-16 is better.

Looks too close to your strength. G-16. Also, at some point D-06 looks good.

I still like G-16.

Given the weakness on the left side, the jump to E-10 looks better. Also, G-16.


K-16 is more severe.

Good!

Not very big. Maybe K-12?

C-12 is usual. The attachment strengthens White.

To strengthen yourself H-03 is better, which blocks off the side and threatens to capture a stone. But the severe play is L-07. Can White live? Make him prove it.

K-09. Go after the White invading stone -- bigly!

Now how about R-13, S-13, S-12 (crosscut). Black can grab territory. Big.

Too late!

B-09. Big.

Locally the 2d line clamp. G-02, is better. But B-09 is still there, as is S-18.
Below add 100 to the move numbers.

P-18 is better, as it protects against W Q-18.

How about R-14, S-14, S-15 (crosscut), threatening to cut off White's corner? Then after White connects, B-09. Edit: Corrected coordinates.

F-09. Coup de grace!

Last chance!
Main foci:
1) F-09!!!!!
2) Look for shoulder blows, especially in the opening, for sharp plays.
3) Look for 2d line plays as big yose. Especially the double kosumi (B-09).
4) Look for crosscuts like the ones on the right side, that threaten to cut the opponent in two.