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Posted

I've been fiddling with some of the less obvious combo starters, especially random sonic punch hits/counterhits.  I don't have all the damage numbers yet, got kind of lazy with that part, might add them in if I have time/motivation.  As always, might not be optimal, might be some typos, etc.  I bolded a few parts to indicate that there are some differences between similar-looking combos, mostly because I was also typing these up partly for a specific person who I know will find it useful

 

 

corner airthrow > 2A 236A 4B 8B 4C 2C 236236B

~4.3k, 2.7 without the super. I can't get anything else to combo but the 4C 2C is enough to get up to level 4 cyclone so the super hits level 5.

 

Sonic Punch

 

level 4-5 A sonic punch 4A 8B 4D 6B (fatal) 5B j.B 5AAAAAA 6B (4086 dmg, side swap)

level 4-5 A sonic punch 4A 8B 4D 6B (fatal) 5B j.B 5B 2B sjc j.B j.214A (4194 dmg)

 

level 1 B sonic punch (fatal) 4B 6C 4A 8A 4C 6B (fatal) 5B 2B sjc j.B j.214A (3792 dmg)

level 1 B sonic punch (fatal) 4B 6C 4A 8A 4C 6B (fatal) 5AAAAAA 6B (3629 dmg, side swap)

(max damage? hardest confirm? Can always do super after the 6B fatal but damage is kind of meh for the meter)

 

level 1 B sonic punch (fatal) 4A 8A 4C 6B (fatal) 5B 2B sjc j.B j.214A (3230 dmg)

level 1 B sonic punch (fatal) 4A 8A 4C 6B (fatal) 5B 2B 5AAAAAA 6B (3316 dmg)

 

level 3-4 B sonic punch 4B 4D 6B (fatal) dash 5B j.B 5AAAAAA 8A 6B (~4000 dmg)

 

level 3-4 B sonic punch 4B 6C 4A 8A 2C 236236B (~ 4700 dmg, works midscreen and corner. 3100 without super)

 

level 5 B sonic punch 4 4C 6B (fatal) 5B j.B 5AAAAAA 8A 6B

level 5 B sonic punch 4 4C 6B (fatal) 5B j.B 5AA 2B sjc j.B j.214A

 

 

corner: level 3-4 B sonic punch 5B j.B 2A 236A 4B 8B 4C 2C 236236B (~2800 without super, 4500 with super)

Not optimal but a good lazy/netplay confirm or for situations where you really weren't expecting to get the hit and your hands didn't know what to do.

 

Hook

 

level 1 B hook 8B 4A 8A 6B (fatal) 5B j.B j.214A (~3500, knockdown)

level 1 B hook 8B 4A 8A 6B (fatal) 5AAAAAA 8A 6B (~3500, sideswap)

 

level 2 B hook 8B 4D 6B (fatal) 5B j.B 5AAAAAA 8A 6B

level 2 B hook 8B 4D 6B (fatal) 5B j.B 5AA 2B sjc j.B j.214A

 

 

 

 

 

Also, I ran into an issue with some characters not getting comboed by 5AAAAAA 8A 6B, with the 6B whiffing under them because they are too skinny or something.  I don't remember who all it happened on but Yukiko for sure was the one that really made me notice it.  After testing some stuff I also noticed that even on characters where the 5AAAAAA 8A 6B works it sometimes causes a different hit effect on the 6B where they are able to tech in the air instead of bouncing into the wall and flopping to the ground for a knockdown.  It may be better to just do 5AAAAAA 6B to end longer combos universally just for that, I will have to mess with it more and revisit old combos

 

Edit:

 

stupid corner OMB combo:

5AA 5B OMB 5[C] 2A 236A  4B 8B 4C 4A 8A 2C 236236B - 4010 damage, 5675 with super

 

for comparison:

5AA 5B 2B 236A 8A 4A 8A 4A 6B 236236B -  2741 meterless, 4406 with super

 

maybe worth it under the right circumstances

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Posted

Got this meterless Fatal Counter combo:

 

FB 5B> 214C> 4B> 8B> 4A> 6C> B+D> 2B> j.B> 5B> j.B> 5AA> 2AB> delay 236A> 6A

Damage: 4409

Posted

Maybe it's just me but it feels like Aki doesn't belong in this game. I feel like corkscrew is counter intuitive to his design as a rushdown character since it puts the opponent on the other side of the screen effectively putting both characters back to neutral. And the range of his moves is so small that the rest of the cast can just pressure him at maximum distance until he tries to furious action or do anything to punish them. I feel like characters like Chie fulfill the rushdown role better than he does because her combos usually end with the opponent being right in front of her allowing her to reset pressure for free. Teach me to be a better Aki please. What can I do to stop these things from happening? Is Corkscrew even that good? And what should I be using to punish lazy blockstrings?

Posted

Corkscrew flings the opponent across the screen but it has enough untech time that you can just run up and be in their face when they can finally tech. Watch some matches of Domi and other Akihikos in the video thread to see what I mean. As for pressuring Akihiko from max range, I can't really say anything since I don't know about Akihiko's defense in that great of detail and I'm still experimenting to try and find answers myself across all the fighting games I play. Though, I feel like the most important clue here is that usually max range pressure options are fairly negative on block, giving an opportunity to close the gap.

Posted

Maybe it's just me but it feels like Aki doesn't belong in this game. I feel like corkscrew is counter intuitive to his design as a rushdown character since it puts the opponent on the other side of the screen effectively putting both characters back to neutral. And the range of his moves is so small that the rest of the cast can just pressure him at maximum distance until he tries to furious action or do anything to punish them. I feel like characters like Chie fulfill the rushdown role better than he does because her combos usually end with the opponent being right in front of her allowing her to reset pressure for free. Teach me to be a better Aki please. What can I do to stop these things from happening? Is Corkscrew even that good? And what should I be using to punish lazy blockstrings?

 

Generally you do have enough time after corkscrew to run up and continue pressure.  Depending on distance or your own timing you might not have time to run up for a perfect meaty so watch out for some players that like to roll through your 2A/5A or whatever and be ready to punish the roll.   Also I personally try to pay a lot of attention to screen positioning when I choose between A and B corkscrew, no reason to knock the other player out of the corner just because B corkscrew does like 200 more damage or something.

 

As for defense, it is true that other characters can pressure you from outside your range, but generally they cannot do much mixup from that range and if they keep just pressuring you they will either push themselves out of range or have to stop at some point and try to reset pressure by running up or doing some slow move that brings them forward.  You need to be willing to block a good amount with Akihiko and watch for your chance to turn the match around, you have the fastest 5A in the game and a pretty fast and majorly threatening fatal counter 5B so other characters have to be careful when they reset pressure on you.

 

Generally speaking, if you're going to play Akihiko, you have to be prepared for some/lots of frustration.  Akihiko doesn't really have the kind of tools that most of the really good characters have to force his way in and get hits, and he is not overly threatening at neutral vs anyone.   That said, Akihiko is not a garbage character, he has exactly enough tools to deal with just about anything, he just doesn't make it easy for you.  You have to constantly make good reads and play pretty intense grounded footsies for an anime game character, because even ranged characters like Yukiko and Yukari will beat out your 5A (or low profile it with their 2A) if you aren't exactly within your 5A range.

 

The way I feel about Akihiko is basically this: there is no real reason to play Akihiko unless you really like playing him.  He offers very little as a character in terms of major gameplay advantages, and if you want a rushdown/pressure character there are a variety of other choices: Chie, Sho, Aigis, etc., whose strengths are clear and are,proven to be effective.  IMO Akihiko offers the most fun gameplay of all the P4A characters, but if I really just cared about winning I would probably pick someone else.  With Akihiko, you have to make good reads constantly or you can get completely shut down, but when you get it right and are rewarded with big damage it feels very satisfying.

Posted

Just as Effenhoog said, Aki can be frustrating, mostly because of his poor range. You must know you opponent character and be able to read him on order to get close. Don't try to just rush in, try to dash then stop (or backdash based on your distance ) and see what he's doing. If the opponent wiffs a moves with some recovery, you can quicly get in with a dash 2A, IAD JB (or even killrush to punish some moves).

 

The two versions of corkscrew are great since you can now put the opponent on the side you want (for exemple you're in the corner, you manage to 5A/2A your opponent and end the combo with corkscrew B to put him into corner).

 

 

Aki has good damage and tools for almost anything with meter. Sonic Punch SB is great to go through projectiles (around 4000 without meter). His boomerang SB can armor and bait some DP anad have great damage (I might be wrong but I think it's his most damaging starter). Ducking SB is great for cross-up. Weaving SB is more situational, it's usefull to bait some DP and prevent them from super canceling their Dp. Also killrush SB is fast and has good reange.

 

It takes time and knowledge of match-ups to take advantage of all of his moves, but once you do (at least a little), it's really satisfying to just kill your oppenent in two combos ahah

 

As for defense, again Effenhoog is right. Block your opponents attacks, don't try to just DP out of everything. You'll end up understanding your opponent's character pressure, mix-up etc.. and eventually be able to find the best way to get out of it, but jumping, backdashin, 2A... Also his Dp has short range but don't forget the first hit is air umblocable, which is great in some situations, and you can make it safe by super canceling with 236236C on hit. You don't even have to be on awakening to use that super, it's pretty usefull.

Posted

The last few posts in this thread are super great for someone like me that JUST decided on playing this character.

Also, since there isn't a combo thread yet/it hasn't been mentioned whenever someone talked about this combo route; here's the list of characters you can use the Auto-combo -> 4B 8B 4/6D 2C/6B route on

Yu, Marie, Rise, Chie (the timing for the corkscrew is different compared to everyone else, making it a little awkward), Ken, and Naoto.  If I'm forgetting anyone, lemme know.

EDIT: Liz and Margaret, but for them, you need to delay the 8B a bit.

Posted

The last few posts in this thread are super great for someone like me that JUST decided on playing this character.

Also, since there isn't a combo thread yet/it hasn't been mentioned whenever someone talked about this combo route; here's the list of characters you can use the Auto-combo -> 4B 8B 4/6D 2C/6B route on

Yu, Marie, Rise, Chie (the timing for the corkscrew is different compared to everyone else, making it a little awkward), Ken, and Naoto.  If I'm forgetting anyone, lemme know.

EDIT: Liz and Margaret, but for them, you need to delay the 8B a bit.

Thanks. I haven't been able to test it on anyone else for a while due to life.

Also anyone manage to find some decent resets(other than corner Corkscrew A < 2B if it still works)

Posted

j.B (fatal) 5B(1) 236B 4B 8B 4A 8A 6B (fatal) 236236B

-you probably won't get j.B fatal counters a lot but I got a few due to Margaret's DP losing to hop j.B and being fatal counter recovery so I went and found a combo off of it

 

corner 5B (fatal) 236B 4AB 6C B+D 2A 236A 4B 4B 4C 4A 8A 2C 236236B (4458, 6100)

-sometimes I still instinctively go into 236B after a fatal, especially if I wasn't expecting a fatal counter to happen at all.  I have been unable to find a way to get better damage than the standard 4B 8B 4A 8A 6B combo to still get the super at the end, but this is an option if you have the meter.  unfortunately the SB hook will kill your meter gain for the duration of the combo so you pretty much need to have 75 meter from the beginning

 

 

Yu, Marie, Rise, Chie (the timing for the corkscrew is different compared to everyone else, making it a little awkward), Ken, and Naoto.  If I'm forgetting anyone, lemme know.

EDIT: Liz and Margaret, but for them, you need to delay the 8B a bit.

 

Adachi

Posted

So, I have a probably dumb question, but what exactly do I have to stop Akihiko from running his game (My characters being Ken and Margaret, thought I'm not expecting to be able to understand how to use Margaret in most MUs anytime soon)? I understand that you have to essentially just outplay him in neutral since he has trouble with most characters with range (Ken being one of those), but these kinds of characters just always seem to get in, or whiff punish me perfectly, then I'm stuck just blocking forever against pressure because, hey. It's either I eat a 5B FC combo for a crap ton of damage...or I just eat like, 4-5k off of anything else.

So, I guess my question is, what holes do I look for when on defense against this character?

Posted

So, I have a probably dumb question, but what exactly do I have to stop Akihiko from running his game (My characters being Ken and Margaret, thought I'm not expecting to be able to understand how to use Margaret in most MUs anytime soon)? I understand that you have to essentially just outplay him in neutral since he has trouble with most characters with range (Ken being one of those), but these kinds of characters just always seem to get in, or whiff punish me perfectly, then I'm stuck just blocking forever against pressure because, hey. It's either I eat a 5B FC combo for a crap ton of damage...or I just eat like, 4-5k off of anything else.

So, I guess my question is, what holes do I look for when on defense against this character?

 

I'll mash out some basic notes real quick

 

Once Akihiko commits to kill rush (236A/B) he is stuck in the loop of kill rush moves and universal system tools.  Basically, he can do everything other than his A and B normals.

During this time he has two main attack followups, hook and sonic punch, which both have A and B versions, and SB of course.  Hook looks like kind of a gut punch and sonic punch is more of an uppercut.  A typical kill rush blockstring begins with something like 236A > A sonic punch > A hook, at which point Akihiko is pushed too far back (unless in the corner and he can do another A sonic punch usually) and he has to commit to doing something else to keep the pressure going.  This might include just stopping there and then dashing in to reset pressure with 5A or grab, or doing his command dash (duck) to get in and either reset pressure or grab.  He can also use B sonic punch which has an animation where it looks like he is using duck but instead he moves forward and then punches you, which can fatal counter and also moves him in close so he can use A hook and keep doing kill rush blockstring stuff.

 

To stop Akihiko from just doing pressure stuff to you, you'll want to look for the places where he uses ducking or B sonic punch to move forward when he gets pushed away too far to just keep doing A hook/sonic punch strings.  Of course, he can also just stop earlier when you aren't expecting it and try to reset pressure with a dash 5A or duck to try and grab or reset pressure.  He can also stop before even going into kill rush stuff and do something like 5A dash 5A, 5A 5B duck into more pressure, 5AA grab, etc for basic blockstrings and tick throws.

 

If Akihiko knows you are going to try and mash or DP or roll or something he has ways to call it out and punish.  he can use his SB weave to be invincible for a moment and slide backward to dodge your DP.  He can use SB hook to armor through attacks, although depending on what you did you may be able to just cancel into DP to beat the armor.  He can also just use D weave which will slide him back, he won't be invincible but it can dodge jabs or other attacks and if you tried to roll out he will slide back and be in perfect position to 5B fatal counter your roll recovery.  And since he can use system mechanics during these kill rush strings he can also hop, which will jump over throw techs and maybe some 2As (or Margaret's DP).  Hop j.B 5B is a frame trap and will reset pressure, and he can use duck to make him run forward like he's going to grab you and then cancel it into hop to punish if you tried to throw tech.

 

If you let Akihiko do something like A sonic punch A hook B sonic punch he will raise his cyclone gauge enough that he can start doing A hook B sonic punch as basically an infinite blockstring because the B sonic punch moves him far enough forward to reset positioning and the higher cyclone gauge levels give him enough extra blockstun on A hook that you can't just mash out of it.  If this happens you have to either DP or roll during the B sonic punch startup, or maybe try some kind of instant block shenanigans, I have not tested this thoroughly.

 

Guarding against akihiko is not that difficult aside from his SB duck crossups.  His main mixup is just throw, all out attack, and sweep, and only the all out attack and sweep outside of kill rush (where his all out attack will be slowest) lead to any significant damage. Throw with meter can get like 4k but he needs to have his cyclone gauge up first or get a CH grab.  However, escaping his pressure entirely requires taking risks, and if he reads you right you will take a lot more damage for trying to get out than if you had just kept blocking and ate a grab.

 

Your best option is to just win the neutral game because Akihiko is really bad at it, but if you mess up and he gets in you'll have to play the "when do I disrespect his pressure" guessing game.  Fortunately for you this is a two-player game instead of just you blocking mixups so he has to read you pretty hard to deal any major damage, and even if you just reset back to neutral you have successfully regained the advantage.

 

I recommend going into training mode as Akihiko and playing around with his blockstrings to see for yourself what they look like

Posted

So, I have a probably dumb question, but what exactly do I have to stop Akihiko from running his game (My characters being Ken and Margaret, thought I'm not expecting to be able to understand how to use Margaret in most MUs anytime soon)? I understand that you have to essentially just outplay him in neutral since he has trouble with most characters with range (Ken being one of those), but these kinds of characters just always seem to get in, or whiff punish me perfectly, then I'm stuck just blocking forever against pressure because, hey. It's either I eat a 5B FC combo for a crap ton of damage...or I just eat like, 4-5k off of anything else.

So, I guess my question is, what holes do I look for when on defense against this character?

Aki and Koro/Ken are my main characters.

I don't know enough about the game to know if Ken has a matchup advantage against Aki, but I at least know its a matchup where Ken can really lay on the Koro pressure.

Get Koro behind Aki with a roll or whatever and use 2C a bunch.

Aki's DP is short range, so you can be really safe with your block strings. You can have a fair number of gaps because of this and then be ready to punish if Aki rolls during it. Also know that he can do 214B>Corkscrew during these holes as well. Vary when you 2B and 2A+B (long range lows) to make this scarier for him.

Seriously just try running away a bunch using j.B and 2C but be careful of Aki's j.B because it's a great move and because Ken's 2B is lousy.

Don't DP unless you're gonna stuff a jump in or after an instant block and you're super close. You probably know that, but just get into the habit of staying out of situations where you need to DP in the first place.

If you can get Aki at full screen abuse 2C 214B>B. It's really hard for him to get in.

Use 5B at max range to keep him grounded and to get Koro on him.. As silly and slow as Ken's normals are, the weird followup with 5B will hit if he jumps over the initial stab of the spear.

You have a great advantage having Koro out, but if you find you're getting hit early, Koro often gets caught up in his long attack strings so put him away early in this case (5D). Once you land an attack, hit or blocked, bring out Koro out with 5C (hopefull to put him behind Aki) and start mashing 2C with simple Bread and Butter with Ken.

In conclusion: Mash 2C and Super Jump backward.

Posted

So I'm not sure if this was ever mentioned, but you know how in the auto-combo, the 7th hit is an automatic A Sonic Punch? I've managed to get the 7th hit to be an A Hook. The timing is very awkward, you have to delay 4A so it doesn't register the A input as the rest of the auto-combo. The visual timing is, like, inputting 4A while he's landing from the last DBZ-esque hit in his auto-combo.

I'm gonna try to hammer out getting a full combo from this, hopefully this changes our issue of having low damage on a multitude of characters when using auto-combo as a starter.

EDIT: This might not work on all the characters and can probably be better than it is, but I got something that works on the Sho's at least. 

2nd EDIT: works on everyone that makes the auto-combo -> 4B 8B 4/6D 2C/6A/B whiff.

5AAAAAA 4A 8A B+D, 2A+B xx 236A~6A/B

does a teensy bit more than the combo that ends in 2C, but doesn't really give Aki favorable positioning (proation is so far gone at the end of the combo that the Corkscrew enders just send them to the opposite side of the screen with no time for you to dash up). 

Posted

So I'm not sure if this was ever mentioned, but you know how in the auto-combo, the 7th hit is an automatic A Sonic Punch? I've managed to get the 7th hit to be an A Hook. The timing is very awkward, you have to delay 4A so it doesn't register the A input as the rest of the auto-combo. The visual timing is, like, inputting 4A while he's landing from the last DBZ-esque hit in his auto-combo.

I'm gonna try to hammer out getting a full combo from this, hopefully this changes our issue of having low damage on a multitude of characters when using auto-combo as a starter.

EDIT: This might not work on all the characters and can probably be better than it is, but I got something that works on the Sho's at least. 

2nd EDIT: works on everyone that makes the auto-combo -> 4B 8B 4/6D 2C/6A/B whiff.

5AAAAAA 4A 8A B+D, 2A+B xx 236A~6A/B

does a teensy bit more than the combo that ends in 2C, but doesn't really give Aki favorable positioning (proation is so far gone at the end of the combo that the Corkscrew enders just send them to the opposite side of the screen with no time for you to dash up). 

Cool finding! I'm thinking you could also end that in 2A+B>5D for shenanigans

Posted

Air Hit Meterless Fatal comin' at you:

 

5B (Fatal Air-Hit) > j.B > 5B > 236C > DP > 2A5AA > 214C > 8B > 214C > 236C >8A > 4B > 236C > 4A > 236C > DP > 5B > j.B > 2A5AAAAA > Corkscrew B

 

DMG: 5113

 

If you're up for using meter, then just input Corkscrew B after 4A for a super opportunity. If you go for that then it'll be a little over 6000 DMG

Posted

I find it really difficult to anti air certain moves with 2B (e.g. Labrys j.B)

 

For instance, I see the startup of the attack, press 2B and get hit

 

Would it be better to parry against those moves?

Posted

Akihiko's 2B is not the best, you may have to wait longer until their jumpin is fairly deep which leaves you at risk for timing errors.   Parry is risky and potentially low reward but if it works for you then no reason not to.  You can also try pre-emptive j.A air to air, it's real quick but you have to space it right and get it out before their active frames start.  Sometimes it is better to just block, I see this with Japanese players a lot where they often just block the opponent's jumpins/IADs instead of trying to beat them.  I should probably do this more myself, I am always challenging my opponent's moves with my own j.A/2B and it often does not work out.

 

You can always try rolling if you see them IAD at you, I don't think most characters have a punish that turns them around and reaches that far from the air and works on reaction.  it doesn't really help that much since you're still out at neutral but at least you didn't get hit or put into pressure

Posted

So i'm having a hard time figuring out these combos .__. Either I suck, or new aki combos are just weird/ character specific. I've been trying to just imitate most of the combos from this video https://www.youtube.com/watch?v=BwSMvC2mJK4  But am having a hard time..  I'm trying to figure  out what the best meterless corner, meter corner, the new  corner 5b fatal.. but i can never get these things to work D:

Posted

So i'm having a hard time figuring out these combos .__. Either I suck, or new aki combos are just weird/ character specific. I've been trying to just imitate most of the combos from this video https://www.youtube.com/watch?v=BwSMvC2mJK4  But am having a hard time..  I'm trying to figure  out what the best meterless corner, meter corner, the new  corner 5b fatal.. but i can never get these things to work D:

 

if you are referring to the autocombo starter at the beginning of that video, it is character specific.  I have made a few big posts with some combos earlier in this thread: here and here, which include most of what you were asking about

 

there is also this video which I have only sort of skimmed because its super long but it probably has some useful stuff: https://www.youtube.com/watch?v=7Qej5LA3fTE

 

Akihiko is more complex in both gameplay and combos this time around, but the only combo I have found to be particularly hard to execute is the corner combos with sweep 236A delay 8A 4B stuff.  learning the new routes and general rules for starters was awkward initially but remembering what you can/have to do off various hits at various cyclone levels is a lot harder than actually executing most of the combos IMO.

Posted

may i ask why there isn't a combo thread? all this useful info is scattered about this thread when it should be compiled into its own thread. you guys are really putting alot of work but it'd be easier for newcomers to akihiko to have a specific place for this stuff

Posted

Lack of moderator involvement basically.  I've been considering making a thread myself at least temporarily

Posted

if you are referring to the autocombo starter at the beginning of that video, it is character specific.  I have made a few big posts with some combos earlier in this thread: here and here, which include most of what you were asking about

 

there is also this video which I have only sort of skimmed because its super long but it probably has some useful stuff: https://www.youtube.com/watch?v=7Qej5LA3fTE

 

Akihiko is more complex in both gameplay and combos this time around, but the only combo I have found to be particularly hard to execute is the corner combos with sweep 236A delay 8A 4B stuff.  learning the new routes and general rules for starters was awkward initially but remembering what you can/have to do off various hits at various cyclone levels is a lot harder than actually executing most of the combos IMO.

 

 

 

cool cool, thanks man. For the 2b combo, not sure if it's been posted.. but i saw it in multiple videos so I thought i'd post it.. 2b, jump back, 5b, 5aaaaa(endless amount of a's) 8a, 4b, 8b 6c 2c for like.. 2.8k?  and if you super it's 4406

Posted

I have a friend who mains Elizabeth and we constantly go at it for a few matches before switching characters. What do you guys think about the Aki v Lizzy matchup? I find that although Aki can take her out via extensive damage and pressure, he has a very hard time finding a way in due to Thanatos offense and Elizabeth having slightly longer range on her normals. Also, her j.B is an evil, evil move. I also constantly find myself doing cyclone pressure on her in the corner only to be Ghastly Wailed and have the tables turned on me. Any tips would be greatly appreciated.

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