Flying off orthogonally
Charles The 'flying off' feel is like this:
Nota Bene: Beginners play atari.
This is much better than either available atari play.
If White just forces out this way, sits on an ideal point. I think one becomes stronger just by realising that this is entirely the wrong approach to the game. Black's initial cut works badly with , but White has ignored all that.
From Yoda's Vital Points and Skillful Finesse for Sabaki. defers white's decision on which atari to make against , setting up both a driving tesuji and impacting . At first glance looks severe, but after white has no difficulties here. If at a white effects the tesuji.
A large-scale example.
Here again exemplifies one of the most interesting 'feelings' about fighting: that rather than trying directly to cut at a (a failure, according to easy way out of a double kakari), Black should spread the struggle out in an orthogonal direction to take some wider advantage.
Black succeeds, no doubt deliberately, in starting a complex fight, rather than just playing out a corner joseki. (One can note that not too many of the worked-out 4-4 point joseki lead to large-scale fights, if you believe the books - but that may be a problem with joseki as definitive sequences, as much as anything else.)
Sometimes the way this is expressed is of 'incorporating' other parts of the board into the fight.