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.