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{{Combolist|columns=30em| | {{Combolist|columns=30em| | ||
; [23] EWGF (f,n,d,df#2) | ; [23] EWGF (f,n,d,df#2) | ||
: [+83] EWGF ws3<ref name="ws3">To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time</ref> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls">SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.</ref><ref name="wra-cancel">To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.</ref> T! H.2+3 d+3~H.4,F OTG.d+4:1 | : [+83] EWGF ws3<ref name="ws3">To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time</ref> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls">SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.</ref><ref name="wra-cancel">To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.</ref> T! H.2+3 d+3~H.4,F dash OTG.d+4:1 | ||
: [+56] EWGF ws3<ref name="ws3" /> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4 | : [+56] EWGF ws3<ref name="ws3" /> df+1,1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4 | ||
: [+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref>Might not work from a sidewalk</ref> | : [+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2<ref name="SEN.1+2 on smalls" /> T! WRA.3,4<ref>Might not work from a sidewalk</ref> |
Revision as of 14:54, 25 May 2024
Reina |
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Combos (Tekken 8) |
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Notation summary for combos
Symbol | Meaning |
---|---|
1 | Left Punch |
2 | Right Punch |
3 | Left kick |
4 | Right kick |
u | Up |
d | Down |
f | Forward |
b | Backward |
uf | Up and forward |
df | Down and forward |
ub | Up and backward |
db | Down and backward |
n | Neutral |
Symbol | Meaning |
---|---|
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
UF | Up and forward (Hold) |
DF | Down and forward (Hold) |
UB | Up and backward (Hold) |
DB | Down and backward (Hold) |
Symbol | Meaning |
---|---|
+ | Pressed together |
# | Pressed together, on the same frame |
,[1] | Followed by |
~ | Followed by, immediately |
: | Followed by, tight input window |
< | Followed by, with delayed input |
> | |
* | Held input |
Symbol | Meaning |
---|---|
.[1] | From stance |
~ | From stance transition[2] |
H | During Heat[3] |
R | Rage |
FC | Full crouch |
hFC | Half crouch |
ws | While standing |
wr | While running |
Symbol | Meaning |
---|---|
T! | Tornado |
W! | Wall splat |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Symbol | Meaning | Example | Example Meaning |
---|---|---|---|
CH | Counter hit | CH 1,2,3 | 1,2,3 where the first hit is a counter hit |
CL | Clean hit | CL db+4 | db+4 with a clean hit |
(?) | Whiffed or blocked moves | CH (1,2),3 | 1,2,3 where the third hit is a counter hit |
(2,2),2 | 2,2,2 where the first two hits whiff | ||
(x?) | Repeat string ? times | b+2,f~n(x3) | b+2,f~n repeated 3 times |
[?; ?] | Damage dealt; recoverable damage | [50; 12] ws2,3 f,F+3 | Combo deals 50 damage, 12 of which is recoverable |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
Bread n' Butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. df+2)
- f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
- Instant Tornado (e.g., low parry)
- T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
Mini-combos
- [22] H.SEN.3,F
- [+30] OTG.d+4:1
- [+21] f,n,d,df#3
- [+20] dash 1+2
- [22] wr3
- [22] 2~1
- [+30] OTG.d+4:1[1]
- [+21] f,n,d,df#3
- [+20] dash 1+2
- [+16] f+4
- [24] CH 4
- [20] b+4
- [20] (df+4,2),3
- [+27] dash OTG.d+4:1
- [+21] f,n,d,df#3
- [13] (b+1,1),3,F
- [12] ws1
- [+22] SEN.3[2]
- [+20] SEN.2
- [30] SEN.1+2
- [+21] WRA.2
- [+16] WRA.4,2,2,<qcf+1+2
- [28] H.df+1,2,F
- [26] WRA.3+4
- [24] CH f+4
- [24] SEN.4
- [20] CH d+2
- [+21] f,n,d,df#3
- [+11] OTG.d+4
- [20] f+4 (on crouching opp.)
- [15] (uf+3),1 (on crouching opp.)
- [+24] f,F+2,F SEN.3[1]
- [+19] df+1,2[2][3]
- [+17] 1+2
- [14] CH WRA.1
- [+51] F SEN.1+2 WRA.2
- [+46] F SEN.1+2 WRA.4,2,2,qcf+1+2
- [+42] F SEN.1,qcf+2
- [+28] df+1,2[2]
- [+24] f+2,3
- [+23] PEWGF[1]
- [+22] F SEN.3[2][3]
- [0] f+3+4* (on block)
- [+17] 1,2,2
- [+15] 1,1,2
- [16] CH ws3+4
- [14] ws3+4
- [+24] f,F+2,F SEN.3[1]
- [+16] f+2,3
- [0] P.f,n
- [+32] cc 2,2,1[1]
- [+27] cc 1,2,2
- [+23] cc 1,1,2
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- [23] EWGF (f,n,d,df#2)
- [+83] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2][3] T! H.2+3 d+3~H.4,F dash OTG.d+4:1
- [+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[4]
- [+55] f,F+3+4 ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[5][1]
- [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
- [13] df+2
- [+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
- [+51] b+4 T! f,f+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
- [20] FC.df+4
- [+56] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
- [25] FC.df+3
- [+55] (f+2),3,F~3 df+1,1[7] f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
- [30] f+3+4*
- [30] CH f+3+4
- [24] CH (3),4
- [24] CH (3+4),4
- [24] CH (df+3+4),4
- [24] CH (b+1,1,3),3
- [24] CH (WRA.d+4),3
- [20] BT.4
- [20] CH f,n,3
- [+55] (f+2),3~3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
- [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
- [+51] b+4 T! f,F+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
- [24] CH (df+4,2),3
- [24] CH b+4
- [15] uf+4
- [+49] T! b,B[8] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
- [+48] T! b,B[8] (f+2),3,F~3 df+1,1 f+2,3,F df+1,F~1,qcf+2
- [0] low parry
- [+47] T! f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
- [+45] T! EWGF df+2 df+1 f+2,3,F df+1,F~1,qcf+2[9]
- [+45] T! b,B[8] (f+2),3,F~3 df+1 f+2,3,F df+1,F~1,qcf+2[9]
- [25] CH 3,2
- [+38] f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
- [+38] f,F+3+4 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
- [26] CH.f,F+3+4
- [+56] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+52] f+3~2 T! f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
- [32] CH f,n,d,df#3
- [25] CH WGS.df+3
- [+47] ws3 df+1 SSL df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+46] ws3 df+1 df+1,1 f+2,3,f df+1,F~1+2 T! WRA.3,4
- [19] CH (f,n,d,DF+4),4
- [+43] ws1 df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+42] ws1 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
- [30] H.WRA.2,F
- [30] H.UNS.4,F
- [20] H.f,F+3,F
- [+33] EWGF df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- [+33] EWGF df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
- [+33] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
- [21] (back to wall) b,b,UB
- [+47] df+2 df+1 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
- ↑ 1.0 1.1 1.2 1.3 1.4 To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
- ↑ To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.
- ↑ Might not work from a sidewalk
- ↑ 5.0 5.1 5.2 Good for off-axis
- ↑ 6.0 6.1 6.2 6.3 6.4 Good for wall carry
- ↑ needs to be done without buffering for small bodies
- ↑ 8.0 8.1 8.2 only needed for uf+4
- ↑ 9.0 9.1 can replace the last df+1,F with df+1 R.df+1+2 when in Rage for ~+60 dmg
Wall
Note: Damage values assume that the scaling on the first wall hit begins at 56%.
- Tornado available
- [+46] W![1] 1+2 b+4 WT! d+1+2~4,2,2,<qcf+1+2[2]
- [+42] W! df+4,2,3 WT! d+1+2~4,2,2,qcf+1+2[3]
- [+42] W! df+4,2,3 WT! <OTG.d+4:1[4]
- [+38] W! 3,2 WT! 1 OTG.d+4:1[4]
- [+36] W! b+4 WT! d+1+2~4,2,2,<qcf+1+2
- [+35] W! df+4,2,3 WT! df+3+4,4
- [+33] W! 3,2 WT! f,F+3+4 1+2
- [+32] W! b+4 WT! df+1,1 1+2
- No tornado available
- [39] W! H.2+3 d+3~H.4,F 1 OTG.d+4:1
- [35] W! H.f,F+3,F 1 OTG.d+4:1[4]
- [34] W! R.df+1+2
- [30] W! b+1,<1,3,F~2[5]
- [30] W! b+1,<1,3,F~1+2[6][5][4]
- [25] W! f,F+3+4 1+2
- [25] W! 1 OTG.d+4:1[7][4]
- [25] W! WRA.4,2,2,qcf+1+2[8]
- [22] W! 1,1 df+3+4,4[9]
- [22] W! df+1,1 1+2
- ↑ high wall splat (e.g., EWGF, df+2)
- ↑ Does not work on Jack-8
- ↑ Bears only
- ↑ 4.0 4.1 4.2 4.3 4.4 Can get punished with a toe kick from the opponent
- ↑ 5.0 5.1 tricky timing
- ↑ Gives WRA oki at the wall. The mixup is between WRA.1+3 and WRA.3+4. The former catches them if they tech into standing and whiffs if they stay grounded or wake up in crouch (and can be launched). WRA.3+4 catches these options, but will get blocked if they tech into standing.
- ↑ Can also be done from WRA by cancelling it (quickly) with df,b
- ↑ When already in WRA, such as with a splat from SEN.1+2
- ↑ Sometimes does higher damage when it hits off-axis, particularly after long combos
Off-Axis
- [23] EWGF
- [+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
- [+42] b+4 T! b+1,1,3,F~1,qcf+2
- [13] df+2
- [+45] df+4,2,3 T! b+1,1,3,F~1,qcf+2
- [+39] 2,2,2,1 T! f+2,3,F~1,qcf+2
- [20] FC.df+4
- [20] BT.4
- [+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
- [25] FC.df+3
- [+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
- [15] uf+4
- [+33] b+1,1,3,F~1,qcf+2
- [21] (back to wall) b,b,UB
- [+44] f,F+2,F~1+2 T! b+1,1,3,F~1,qcf+2
Stage Hazard
Wall Blast
- ≤ 2 hits, T! available
- [+48] WB! b+1,1,3,F~3 W! df+4,2,3 WT! <OTG.d+4:1[1]
- [+41] WB! <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[1]
- 3 hits, T! available
- [+36] WB! b+1,1,3 W! df+4,2,3 T! <OTG.d+4:1[1]
- [+36] WB! <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[1]
- > 3 hits, T! available (e.g., short combo into W!)
- [+34] WB! <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[1][2]
- 2 hits, T! used
- [+31] WB! b+1,1,3 W! 1 OTG.d+4:1
- [+30] WB! <uf+3+4,1+2 1 OTG.d+4:1
- ≥ 3 hits, T! used (e.g., long combo with T! into W!)
- [+21] WB! <uf+3+4,1+2 1 OTG.d+4:1
Wall Hazard
Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)
- < 2 hits, T! available (e.g., raw W!)
- WH! substitute any df+2 launch combo, prefer to end with WRA.3,4, prefer to use WRA.4,2,2,qcf+1+2 as a wall combo
- ≥ 2 hits, T! available (e.g., short combo into W!)
- [+??] WH! f+2,3,F df+1,F~1+2 T! WRA.3,4
Elegant Palace 2F (HWB)
- raw HWB! (one prior wall hit)
- [+58] HWB! EWGF df+2 df+1 f+2,3 W! d+3~4[6] BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
- [+57] HWB! b+1,1,3 df+3 iws3,4 W! d+3~4[6] BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
- raw W! into HWB! (no prior wall hit)
- [+52] HWB! b+1,1,3,F~<3 W! d+3~4 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1 [demo]
- < 4 hits, T! available, W! into HWB! (e.g. W! into 3,4 HWB!)
- [+43] HWB! f+2,3,F~1,<qcf+2 BB! df+1,F~1+2 T! WRA.3,4 W! 1 OTG.d+4:1
- ≥ 4 hits, T! available, W! into HWB! (e.g. short combo without T! into W!)
- [+29] HWB! f+2,3,F~1,<qcf+2 BB! f+3~1+2 T! uf+3+4 W! dash df+3+4,4
- ≥ 4 hits, T! unavailable, W! into HWB! (e.g. long combo with T! into W!)
- [+16] 3,2 W! wr3 BB! 3+4,4
Floor Break
- [35] 1+3
- [+31] FB! df+4 f+2,3,F~2 T! b+1,1,3,F~1,qcf+2
- [+31] FB! b+1,1,3,F~2 T![7] f+2,3,F df+1,F~1,qcf+2
- [+30] FB! b+1,1,3,F~2[7] T! f+2,3,F~1,qcf+2
- [+29] FB! f,F+2,F~2 T! b+1,1,3,F~1,qcf+2[5]
- [+29] FB! <df+4,2,3 T! b+1,1,3,F~1,qcf+2
- [+26] FB! b+1,1,3,F~2[7] T! f+2,3,F~3
Ortiz Farm 1F
- ↑ 1.0 1.1 1.2 1.3 1.4 can replace with any WT! into ender
- ↑ 3,2 WT! has difficult timing
- ↑ with WB! only
- ↑ with fewer hits in the combo
- ↑ 5.0 5.1 wall carry
- ↑ 6.0 6.1 Use u+3 on P2 (essentially a SSR)
- ↑ 7.0 7.1 7.2 7.3 causes side switch (side switch is inconsistent on Jack-8)
- ↑ Does not work on small bodies
Extras
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
Max Damage
- [23] EWGF
- [20] FC.df+4
- [+70] EWGF EWGF EWGF b+4 T! 1 f,F+3 PEWGK
- [+67] EWGF EWGF df+1 b+4 T! 1 f,F+3 PEWGK
- [+64] EWGF EWGF b+4 T! 1 f,F+3 PEWGK
- [30] f+3+4*
- [30] CH f+3+4
- [25] FC.df+3
- [24] CH (3),4
- [24] CH (3+4),4
- [24] CH (df+3+4),4
- [24] CH (b+1,1,3),3
- [24] CH (WRA.d+4),3
- [20] BT.4
- [20] CH f,n,3
- [19] CH (f,n,d,DF+4),4
- [13] df+2
- [+62] EWGF EWGF microdash df+1,1 f+2,3,F df+1,F~<1+2 T! WRA.DF WGS.1,4
- [24] CH (df+4,2),3
- [24] CH b+4
- [15] uf+4
- [0] low parry
- [+53] T! EWGF EWGF df+1,1 f+2,3,F df+1,F~1,qcf+2
- [32] CH f,n,d,df#3
- [25] CH WGS.df+3
- [+??] ws3 ws4 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.D~1,4
- [26] CH.f,F+3+4
- [+55] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.DF uf+3+4,1+2
- [14] CH WRA.1
- [+111] PEWGF EWGF EWGF dash EWGF microdash df+1,F~1+2 T! f,F+3+4 HB! f+2,d~4,F OTG.d+4:1[1] demo
- [+??] PEWGF EWGF EWGF microdash df+1,1 f+2,3,F~<1+2 T! WRA.3,4
- [30] H.WRA.2,F
- [30] H.UNS.4,F
- [20] H.f,F+3,F
- [+??] SSR EWGF EWGF EWGF df+1 EWGF df+1,1 f+2,3,F~1+2 T! WRA.3,4
- [23] EWGF W!
- [+48] W! EWGF 3,2 WT! 1 OTG.d+4:1
- ↑ Bigs only
Combo Theory
This section could do with more detail.
Fillers
- df+2 df+1
- df+1,1
- b+1,1,3
- f,F+2,F~3
Tornado
- SEN.1+2
- can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA, requires a slight delay on the following characters - Xiaoyu, Lee, Alisa, Leroy, Zafina, Yoshimitsu
- SEN.2
- consistent, doesn't give access to WRA enders
- b+4
- fast, can be used to quickly T! when close to the wall, or to keep things simple
Enders
Heat available
- dash HB! H.f+2,D~4,F OTG.d+4:1
- done after a df+1 from instant T! combos
- HB! H.d+3~4,F OTG.d+4:1
- done for regular combos
Heat active
- T! H.f,F+3,F OTG.d+4:1
- T! H.WRA.2,F OTG.d+4:1
- requires being in WRA after T!
- T! df+1,2,F EWGK
Rage available
- T! RA
- consistent after any number of hits in the combo
- T! df+1 RA
- T! 1 RA
- only works if the combo has fewer hits
Wall carry
- WRA.1,4
- highest wall carry, highest damage, doesn't wall splat, available only from SEN.1+2, can be tricky on longer combos
- WRA.3,4
- high wall carry, high damage, gives a "stickier" wall splat allowing for better wall combos, available only from SEN.1+2, easy and consistent
- uf+3+4,1+2
- available from any tornado tool, high damage, consistent
- ws3,4
- requires a CD after a T! to access, gives a higher wall splat, shorter wall carry than WRA.3,4
Short wall carry
- df+1,1
- uf+1
- gives access to WRA.4,2,2,qcf+1+2 wall combo
- f+3~3
- uf+3+4
- SEN.1+2
- SEN.3
Floor break/blast
- f,F+3
- f+4
- OTG.d+4
- ws4,4
Wall/Balcony break/blast
- WRA.3,4,D~2
- uf+3+4,1+2
- ws3,4
- highest damage W!, has an extra hit requiring the subsequent combo to be cut shorter
- d+3~4
- highest damage single hit, need to do it fairly quickly
- 1+2
- second highest damage single hit, timing is more forgiving
- 3,4
- excellent for instantly triggering a HWB! after getting a W! since both hits damage the wall
Wall Tornado
- df+4,2,3
- 3,2
- b+4
- SEN.1+2/f+3~1+2
- SEN.2/f+3~2
- uf+4
Wall Ender
- 1 OTG.d+4:1
- <OTG.d+4:1
- 1,1 df+3+4,4
- df+3+4,4
- f,F+3+4 1+2
- df+1,1 1+2
- 3+4,4