3-4 point low approach one-space high pincer knight's move
Black will not want to play this way, blighting the corner stone.
Playing in the corner allows White good shape - the counter-atari with at isn't playable here.
Instead, and to cut in the centre lead to a large-scale fight (Black 11 at a) with White requiring a way to make shape in the centre. This variation is termed the Meijin Title Joseki in Ishida's Joseki Dictionary volume one, page 92, due to its frequent use in the games between Sakata Eio and Fujisawa Shuko in the Meijin tournament.
In this case White needs to connect, and usually turns to attack the pincer stone. Next Black can jump, the standard way to stay light, but also simply extend.
Black's intention in extending is to provoke a pushing battle in the centre. You can say that is a typical heavy play, but here is natural and goes for power on the upper side first. Black's corner stones are resilient enough.
Recent (2004) Korean games show an additional push at . If the marked stone is in place, almost invariably the sequence to h follows, after which White is seen to virulently attack at i. --Dieter but what happens if cuts?
Here I have to do some reading --Dieter
If Black extends to here, the old move in this position, White again puts pressure on the pincer stone.