I am sure everyone is familiar with the variations when white jumps at A, but jumping on the other side is also possible.
Black would probably want to cap at 1 since white doesn’t play there. Afterwards, R14 and H3 are miai.
Attaching at 1 is a common way to deal with the invasion, but ataring on the top is a bad move. Black’s influence on the bottom is limited and white gets a big corner.
Playing the atari from the bottom is better. The position is even in this variation.
Capping at 1 is also possible.
If white pushes out instead of playing white 12 like in the previous variation, it will become a complicated fight.
This is another joseki. Both players destroying each other’s territory.
White can also skip the jump at N9. If black still follows the previous variation, white can get sente to enclose the corner at 17. This is good for white.
Black 3 and 5 is a common attacking sequence, but white 6 is difficult to deal with. Black can’t be satisfied with this result.
This is another variation.
White can play the high approach at 1 to be more active. If black just backs off like this, white can capture the black stone on a large scale. This is too good for white.
Black should counter-attack at 1. White’s double approach is necessary.
Black’s probe at 1 and the knight move at 3 look severe but it’s actually nothing.
Black can choose a safe move at 1 and eventually takes sente to approach at 17.
This happened in a game between Ke Jie (B) and Chen Yaoye (W).