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EA SPORTS FC 26 Sliders Discussion

I have made four games with the last patch
With my V1 test 2, the Defenders are better, more mobile, ball physics seems be a little better with more freedom.
But the big update was for CPU mouvements : so many different crosses now, more physical game (i have a vibration in my pad) but without a fault is calling. Legend is now better and harder, the CPU can play counter attack with clever striker positions. The CPU made more longshot. On my defense, I have seen more help from my teamate without doing anything.

The only big problem is the lack of faults.
 
New videos and with the last patch 1.02

Ajax Vs PSV FUMA Legend Authentic gameplay Sliders Test 2


Videos on career

Chelsea vs Crystal Palace FUMA Legend Authentic gameplay Sliders Test 2


Chelsea Vs Fulham FUMA Legend Authentic Sliders V1 Test 2 patch 1.02


Chelsea Vs Brentford FUMA Legend Authentic Sliders Test 2 Patch 1.02


Chelsea Vs Hull City FUMA Legend Authentic gameplay Sliders Test 2 Patch 1.02


Chelsea Vs Brentford FUMA Legend Authentic Sliders Test 2 Patch 1.02



Video without Authentic gameplay against United with Patch 1.02
- Gameplay classic



Videos withAuthentic gameplay against United with Patch 1.02
- Gameplay Authentic
 
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FC26 Operation Sports Community Sliders - Version 1 Beta

Here is a general summary of each Gameplay area and explanation of slider values chosen:

Player Speed
While we are aware that 35 Sprint doesn't always mean every player will sprint, we wanted to keep the pace to a realistic level. In addition as Sprint value goes higher, the CPU tends to try to then constantly sprint - and it makes for a bit of back and forth. This will continue to be reviewed. The acceleration value is what helps the CPU's 50/50 challenges in the air and on the ground. It also helps with reactions defensively.

►Shooting
The values chosen here are first prioritized by shot speed and GK ability in the Goalkeeping area/section. For example at 48 shot speed, the keeper would make saves that resulted in deflections to be minimal and not be pushed far enough away at times. The balance of raising shot speed + shot error results in powerful shots that can vary with poor contact or good contact but slightly missed, etc. Overall, this makes for some dynamic goal scoring moments.

Passing
This is the more significant of changes, and is a late one before the set was posted. The approach here is that 1) we want a more lively ball, one that bounces, one that can go into space rather than feet constantly, 2) a ball that has to be controlled and mastered - not absorbed, and 3) as a result of needing to be controlled, it means more of a dispersion between those who can and those who can't. There should be a sense of pressure to perform when a player has the ball, and these values make that more of a reality compared to a low pass speed and low pass error. In addition, the ball being more free allows tackles to be more realistic where at the lower pass speed values, the ball is essentially absorbed into the player, while at a higher value - the ball is more accessible and every turn of the dribbler doesn't mean the ball will always follow. This helps with the physicality of actually trying to win the ball rather than trying to get through a every player who has the ball glued to their feet.

►Injuries
Injuries just don't seem to happen very often, and when they do, they don't last very long. This is a value used in previous FC/FIFA's, so we're just going with it again for now.

►Goalkeeping
See the information about Shooting as Goalkeeping corresponds with it directly. At 48 there is a bit more of a late reaction that results in those shots to be slightly deflected/parried away in a more realistic fashion. There should also be a chance for goalkeeper error that can be recovered or not. Even at this value, the keeper still has the ability to catch the ball when diving.

►Team Positioning
As always a lot of time was spent here. Essentially, the marking value controls everything to a point. The marking is quite high, and it's important to get the effect of pressure felt by the defenders, midfielders and forwards, to perform. One thing we loved about FC24 was how in building up, their backs would be facing the opposing goal - this truly meant that pressure was there, and it was up to the player to work through the pressure or reset the play. In its current state, it's quite easy to receive and turn at will. In addition, it's a very common tactic/approach for man-marking, especially in the central midfield, so while FC26 doesn't showcase super tight man-marking, it does have that effect, which keeps the middle from being exploited too often.

The run frequency is a value we tend to drop, but there were attempts to keep it at the default authentic value or even higher - but it causes a bit of chaos, especially with higher marking. There is still plenty of momentum and movement of the ball even at the lower value of 15.

The Height, Length, Width (HLW) is similar to what we have used in the past, in particular with a lower height. This keeps the midfield from being "pushed up" too forward and essentially squeezed out of position. With the lower value, there is room to breathe both in defense and in the attack. From there, the length and width can take over paired up with the higher marking value.

FB Positioning is one where we don't want to introduce more variables, so keeping it at 50 and deferring to team tactics/roles. This can be looked at down the road.

Ball Control
Overall, there is a mix of needing to control the ball and reduce some awkward animations. At higher FT Control values, the ball tends to just bounce up constantly and the player has to take 3-4 touches before settling. The interception and ball deflection error values were good at default, and are brought more to focus due to the ball being more alive.

►Defending
Tackle assistance is interesting and honestly it needs a lot of testing, which we just haven't had as much yet because it seems relative to the other slider values.
 
@Matt.10 Welcome back legend, it's always a pleasure to see you here mate.

These is my update after all the matches I have done since the pre launch.

Enjoy!


EnglishSliders V1 FC 26Sliders V1 FC 26 Alternate
Sprint speed35/3535/35
Acceleration51/5151/52
Shot error55/8655/86
Shot speed45/4545/45
Header Shot error20/2020/20
Pass error54/6554/65
Pass speed15/1115/11
Header pass Error55/5555/55
Injury frequency65/6565/65
Injury severity35/3535/35
Goalkeeper Ability55/5555/55
Positionning marking65/6565/65
Run Frequency35/3535/35
Line Height67/6767/67
Line Lenght30/3030/30
Line Width55/5555/55
Fullback Positionning75/7510/10
Powerbar5050
First touch control error86/9180/80
Intercept Error85/8550/50
Ball Deflection error90/9090/90
Tackle assistance50/5010/10
Tackle aggression9595
Build up speed4060
Shot Frequency5555
First touch pass frequency2565
Crossing Frequency8888
Dribble Frenquency8080
Skill move Frequency1010
 
The marking is quite high, and it's important to get the effect of pressure felt by the defenders, midfielders and forwards, to perform
These slider settings are pretty good! The game feels much more realistic now. My only complaint is that the marking being that high makes it EXTREMELY difficult to score even in what should be the most obvious chances, and that's a bit frustrating. Defenders are catching up to me even when they massively mess up
 
3 years in a row and nothing really new but a whole high price 44%....

"Off Ball Shielding" as a "new feature" in a game released late 2025 is really really bad
"Low driven shots".... lower graphics, man really bad.
will stay with FC25 + Mods, way better than this
 

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I have work my first set, some videos
My best match was agaisnt PSG

Enjoy!


Videos of the old set

Career United Vs Chelsea FUMA Legend Authentic Sliders Test 2 patch 1.02 real



Career Chelsea Vs Dynamo Kiev FUMA Legend Authentic gameplay Sliders Test 2



Career Chelsea vs Brighton FUMA Legend Authentic gameplay Sliders Test 2 pat



Career Chelsea Vs Club Brugge FUMA Legend Authentic gameplay Sliders Test 2



Career Chelsea vs Liverpool FUMA Legend Authentic gameplay Sliders Test 2 pa






Videos with the new set of sliders





Tottenham Vs Wolves Sliders V1 test 1 FUMA Legend Authentic Gameplay




Athletico Madrid Vs Real Madrid Sliders V1 test 1 FUMA Legend Authentic Gameplay




Walsall Vs Crewe Alexandra Sliders V1 test 1 FUMA Legend Authentic Gameplay



CPU Wolves fault and penalty Sliders V1 test 1 FUMA Legend Authentic Gameplay 1.02




Walsall cross and header goal Sliders V1 test 1 FUMA Legend Authentic patch 1.02



Walsall big screamer goal Sliders V1 test 1 FUMA Legend Authentic patch 1.02
https://youtu.be/ilpkdAuBP94


Portugal Vs Argentina Sliders V1 test 1 FUMA Legend Authentic Gameplay patch 1 02
https://youtu.be/amKdtffbd5g


Bayern Munich Vs PSG V1 test 1 FUMA Legend Authentic Gameplay patch 1 02
https://youtu.be/jPzGQkHfn50


CPU Kvara header with incredible cross V1 test 1 FUMA Legend Authentic Gameplay pat
https://youtu.be/T2DxScvi9Hk
 
Sliders V1 & Alternate



Sliders V1 DEFSliders V1 DEF Alternate
Sprint speed37/3735/35
Acceleration51/5151/52
Shot error55/8655/86
Shot speed45/4545/45
Header Shot error20/2020/20
Pass error54/6554/65
Pass speed15/1115/11
Header pass Error55/5555/55
Injury frequency80/8080/80
Injury severity35/3535/35
Goalkeeper Ability55/5555/55
Positionning marking75/7565/65
Run Frequency40/4035/35
Line Height55/5567/67
Line Lenght30/3030/30
Line Width55/5555/55
Fullback Positionning10/1010/10
Powerbar5050
First touch control error80/8080/80
Intercept Error85/8550/50
Ball Deflection error90/9090/90
Tackle assistance10/1010/10
Tackle aggression9595
Build up speed5060
Shot Frequency5555
First touch pass frequency5565
Crossing Frequency8888
Dribble Frenquency4080
Skill move Frequency1010
 
New videos on V1 Alternate

OM VS Rennes V1 FUMA Legend Authentic Gameplay patch 1 02



Juventus Vs Napoli V1 FUMA Legend Authentic Gameplay patch 1 02



River Plate Vs Boca Junior V1 test 1 FUMA Legend Authentic Gameplay patch 1 02



Davids monster header goal Vs Napoli V1 alternate FUMA Legend Authentic patch 1.02
 
New videos on V1 Alternate

OM VS Rennes V1 FUMA Legend Authentic Gameplay patch 1 02

Will give these a try. If I'm a not very good player will these still work on lower difficulty or should I change a value in legendary so the ai isn't so deadly
 
Will give these a try. If I'm a not very good player will these still work on lower difficulty or should I change a value in legendary so the ai isn't so deadly
It's work on World Class, i didn't more than 20 matchs on WC. Didn't test on professional mate.
 
Thanks,
It's work on World Class, i didn't more than 20 matchs on WC. Didn't test on professional mate.
I actually enjoyed Legendary more than WC for some reason. WC seemed a bit less organic. Had some not so bad games I have to say with a mix of yours and OS sliders.

Now, if I can get some Professional sliders and get the AI to be competitive, I'd be cooking.... That has always been the most realistic difficulty IF the AI tried a little.
I have to say sliders did improve the gameplay for me 100%. Not the best, but enjoyable.
 
Some videos on career mode with Marseille

Rennes Vs OM Slider V1 FUMA Legend Authentic Gameplay patch 102



OM Vs Paris FC Slider V1 FUMA Legend Authentic Gameplay patch 1.02



Lyon Vs OM Slider V1 FUMA Legend Authentic Gameplay patch 1 02



OM Vs Lorient Slider V1 FUMA Legend Authentic Gameplay patch 1.02



Some nice actions

Aubamayang header goal



CPU made incredible crosses



CPU Less Melou clever header



Bamba beautiful control and strike
 
Please may I ask you @saturator, what is the idea behind your sliders? Is it to improve something in the AI? Is it to make the game more balanced? To make the game overall more sim? What's the ideas behind them?

I'm not tired of the default sliders. For 25, they worked ok. But I just played as Stade Rennais away at Metz, and Metz were 4-0 up before HT. This with Rennes playing a CDM AND five in defence. So I'm going to use sliders here to improve the game for myself, before I make the commitment to purchase it (one hour left of trial). Starting with @Matt10 sliders, as they've worked well for me before, maybe Fifa 23 or something? So I'm starting there, and so far, it feels ok. But I'm curious who's sliders would be better suited to me. I want a sim-esque game, but I want balance between myself and the AI. If I'm the higher rated team, I should have more chances imo. Or more possession, should I say, at least. On default, it feels like the AI is overpowered compared to my players, who can't seem to string a basic couple of passes together (I had been on FUMA, but moved ground pass back to semi. If the sliders work well, I may move back to FUMA). An example of what I mean is that Metz had 15 shots in the first half to my two. They also had 60+% possession. Seems unrealistic, unless of course the Rennes team is the one that played Lorient in August, in which case, it's realistic.
 
Hello my friend, I hope you're fine.

My idea besides my sliders is to have the best version of the game, the more realistic game but with the right speed. Beating PSG with Lorient 5-0, is not what i want to. Nantes playing like prime FC Barcelona, neither.

I want battles in the midfield, strong defenses, faults, inertia, freekicks, stamina effect to my teamate and me to be forced to make changes. In one world : realism.

I want the best CPU behaviour without it feels cheating. If I have Marseille, it will be extremely hard to beat Liverpool or City. If i play bad, 5-0 will be the score at the end of the match.

It's hard to reach sometimes.

I hate games ihere everything is fast : players, controls, goals with 3 damned easy perfect passes, ball is not free, with superflue on your feet. I want randomness too, deflection, madness, emotions

I just want football in all areas.

So if you want this kind of experience, this is what I try to find with my sliders.


I'm french and I love playing with Marseille. Ligue McDonald's is a nice league. Easier than Premiere league but with some nice teams.

I have started a career and the games are nice, all the videos are on my YouTube channel.

@Matt10 made an incredible work since more than a decade now. It's a exemple for us, a living legend. But I have my own sensibility I put on my sliders. I love crossing since FIFA 22 beta and seeing the CPU made so many differents ones on FC 26 is so cool.

One hour very short. Take my V1 is the best version. I have changed some values, I will update my sliders today.
 
Hello my friend, I hope you're fine.

My idea besides my sliders is to have the best version of the game, the more realistic game but with the right speed. Beating PSG with Lorient 5-0, is not what i want to. Nantes playing like prime FC Barcelona, neither.

I want battles in the midfield, strong defenses, faults, inertia, freekicks, stamina effect to my teamate and me to be forced to make changes. In one world : realism.

I want the best CPU behaviour without it feels cheating. If I have Marseille, it will be extremely hard to beat Liverpool or City. If i play bad, 5-0 will be the score at the end of the match.

It's hard to reach sometimes.

I hate games ihere everything is fast : players, controls, goals with 3 damned easy perfect passes, ball is not free, with superflue on your feet. I want randomness too, deflection, madness, emotions

I just want football in all areas.

So if you want this kind of experience, this is what I try to find with my sliders.


I'm french and I love playing with Marseille. Ligue McDonald's is a nice league. Easier than Premiere league but with some nice teams.

I have started a career and the games are nice, all the videos are on my YouTube channel.

@Matt10 made an incredible work since more than a decade now. It's a exemple for us, a living legend. But I have my own sensibility I put on my sliders. I love crossing since FIFA 22 beta and seeing the CPU made so many differents ones on FC 26 is so cool.

One hour very short. Take my V1 is the best version. I have changed some values, I will update my sliders today.
Thanks. I will try both sets in one match perhaps. Matt10's in the first half, and swap to yours in the second. It's a difficult balance. I don't want the game super easy, but also not super hard. As you say though, if I play against a City or PSG or Barca, I expect a difficult match, and if I don't play well, I expect them to punish it. But I don't like where Metz can beat me as Rennes 5-1. The game has a weird flip-flop effect. Some games are close, others I can have most of the ball and the AI has few chances, and others the AI is just on another level. Finally, would you recommend WC difficulty or Legendary? I tried Legendary, and had a couple good matches, the AI did some things I didn't really see on WC, like skill moves to get past my defender or long shots. But after they destroyed me as Romania at home to Scotland, I set it back to WC, only for the WC AI do the same to me as Metz, so I've no idea now 🤣 I'm tempted by legendary, but I don't want to end up conceding three+ goals against very average teams (I do go a little bit like Goldbridge career mode rage when it happens)
 
@Matt10 Thanks again for the work you do with the slider sets mate - Yours have worked well for me in the past so I am going to give them a go again.

One question I did have please was regarding half length. I noticed your slider sets are based on 10-15 min half lengths, what kind of impact do shorter games have? I struggle to fit in long games due to work and family etc. 5 min half length is usually about my max.
 
Does the AI play differently when you switch to FUMA? I tried last night and even though my pass completion was 10% less, I had some not so bad games.


I tried Legendary, and had a couple good matches, the AI did some things I didn't really see on WC, like skill moves to get past my defender or long shots. But after they destroyed me as Romania at home to Scotland, I set it back to WC, only for the WC AI do the same to me as Metz, so I've no idea now 🤣 I'm tempted by legendary, but I don't want to end up conceding three+ goals against very average teams (I do go a little bit like Goldbridge career mode rage when it happens)
Legendary surprisingly has played a bit better for me... I'm not a very good player so I lower their acc a few points to make it competitive.


@Matt10 Thanks again for the work you do with the slider sets mate - Yours have worked well for me in the past so I am going to give them a go again.

One question I did have please was regarding half length. I noticed your slider sets are based on 10-15 min half lengths, what kind of impact do shorter games have? I struggle to fit in long games due to work and family etc. 5 min half length is usually about my max.

I also play 5-6min halves. I pretty much keep the sliders and adjust to preference but for shorter half I add a few points to run frequency. But I suggest leaving them as is and testing out how they feel. You will still get good games
 
Changelog & Updates:

Timestamp: 9/30/25


Here is the Version 1.5 Beta

The main focus of this set is to slow some things down, while still making the pitch compact and still allowing room to breathe in some spots. Teams with low blocks was a big focus in that they are not just going to give up so much space, the line of confrontation is started sooner to increase engagement and resistance.

There are still some values we are learning about such as Tackle Assistance, but there just doesn't seem to be any correlating animations for this slider element just yet. We continue to test on Tactical to ensure variety.

-----------------

G9FC9R.png

Here is a general summary of each Gameplay area and explanation of slider values chosen:

Player Speed
The Sprint Speed value was raised to reduce the jogging animation, which is why acceleration also went down to balance out the increase in sprint speed. We do not want players giving up in the middle of defensive moments of the game, for example, and if the value is under 38, it seems most players have a chance of producing the jogging animation at the wrong time. At least at 38, the majority of players will continue into their sprinting animation.

Shooting
No changes here. The values chosen here are first prioritized by shot speed and GK ability in the Goalkeeping area/section. For example at 48 shot speed, the keeper would make saves that resulted in deflections to be minimal and not be pushed far enough away at times. The balance of raising shot speed + shot error results in powerful shots that can vary with poor contact or good contact but slightly missed, etc. Overall, this makes for some dynamic goal scoring moments.

Passing
We reviewed the pass speed and error from the previous version and at the end of the day, we decided it's going to be personal preference. At 40 pass speed, we know it has quite a bit of pace to it, even if the ball is more alive - it has to be balanced with a higher pass error to reduce the driven ball effect. Some of us like 38 pass speed, which means the pass error can go down a couple notches from 78. The best feel of pace of the ball has been found on 36 where the ball moves clean on the pitch, with some slight bobbles. The ball in the air also stays a bit longer. The issue that comes with the pass speed is possible that the CPU opts for driven passes to compensate. Pair that up with a lower FT control (will address on here), there are times where it doesn't seem as realistic at what feels like perfect ball control on driven passes. Keep in mind, the chosen option of Sprint/Acc can also impact the pass speed and error. A higher Sprint/Acc can mean the CPU feels a bit more empowered and the ball can move faster as a result.

►Injuries
Injuries just don't seem to happen very often, and when they do, they don't last very long. This is a value used in previous FC/FIFA's, so we're just going with it again for now. There has been talk about increasing the values.

►Goalkeeping
GK Ability is a strange but welcomed value this iteration as FIFA/FC has always had issues with keepers. This year they seem to good, and that's not a bad thing. We lowered the value to match the shot speed which produces realistic deflections when parrying the ball, but also some room to catch the ball on weaker shots. My gut feeling is the shot speed may need to go up at this same 45 gk value as there have been times I have seen hard shots be killed dead mid-air.

►Team Positioning
The main value that stands out here is the height discrepancy. This was something that was created out of frustration with the low block/deep teams that have holding midfielders sitting directly in front of the defensive line when the opponent is building up from the back. This gives up too much space, and reduces the chance of the any type of resistance in the midfield. So, the initial adjustment was leaving the User's HLW side at 'default' authentic (55/30/55), but raising the CPU's height only to 60, then scaling to 70, allowed the holding midfielders to push up the line of confrontation. From moving to right in front of the defensive line - all the way up to before the middle third of the pitch.

Before: The holding midfielders are still several yards back from engaging immediately at height 55.
eH7C3e.png


After: The holding midfielders now engage further up the pitch.
U6YIoA.png


From there, the other adjustments from User and CPU were made to allow a bit more overlap and increasing the line of confrontation throughout the pitch. Length was an adjustment to ensure more bodies stayed in front of the passing lanes on both sides.

Ball Control
No changes here as the same issues with the FT control as mentioned previously. Overall, there is a mix of needing to control the ball and reduce some awkward animations. At higher FT Control values, the ball tends to just bounce up constantly and the player has to take 3-4 touches before settling. The interception and ball deflection error values were good at default, and are brought more to focus due to the ball being more alive.

►Defending
No changes, but we definitely took the time to scale and test the values relative to different Sprint/Acc values. Tackle assistance is interesting and honestly it needs a lot of testing, which we just haven't had as much yet because it seems relative to the other slider values.
 
I worked since few days on a fix to bring more physic and faults to the game, I think it's a start

OM C1 day 2 Rangers Vs OM Slider V1 FUMA Legend Authentic Gameplay patch 102



OM Vs Strasbourg Slider V1 FUMA Legend Authentic patch 1.02



OM Vs PSG Slider V1 FUMA Legend Authentic Gameplay patch 1 02



Some actions:

Rangers nice cross action Slider V1 FUMA Legend Authentic Gameplay patch 1 02



CPU Rangers big fault Slider V1 FUMA Legend Authentic Gameplay patch 1 02



CPU Copenhague monster tackle Slider V1 FUMA Legend Authentic Gameplay patch 1 02



CPU Strasbourg collective ccoss action Slider V1 FUMA Legend Authentic Gameplay pa



CPU PSG nice cross action Slider V1 FUMA Legend Authentic Gameplay patch 1 02
 
Sliders V1 DEFSliders V1 DEF Alternate
Sprint speed37/3735/35
Acceleration51/5251/52
Shot error55/8655/86
Shot speed45/4545/45
Header Shot error20/2020/20
Pass error54/6554/65
Pass speed16/1215/11
Header pass Error55/5555/55
Injury frequency80/8080/80
Injury severity35/3535/35
Goalkeeper Ability55/5555/55
Positionning marking75/7565/65
Run Frequency40/4035/35
Line Height55/5567/67
Line Lenght30/3030/30
Line Width55/5555/55
Fullback Positionning10/1010/10
Powerbar5050
First touch control error80/8080/80
Intercept Error85/8550/50
Ball Deflection error90/9090/90
Tackle assistance40/4040/40
Tackle aggression9595
Build up speed5060
Shot Frequency5555
First touch pass frequency5565
Crossing Frequency8888
Dribble Frenquency4080
Skill move Frequency1010
 
have you guys tried authentic sliders with authentic mode off? i plays really well , its almost like EA had initially developed the sliders values first then tacked on the authentic mode on without testing it cause the game feels dead with authentic mode on.
 
have you guys tried authentic sliders with authentic mode off? i plays really well , its almost like EA had initially developed the sliders values first then tacked on the authentic mode on without testing it cause the game feels dead with authentic mode on.
I tested what you said and I ended up directly with a Fifa 23, 24, 25 Etc... The game is too fast and too arcade.
 
I tested what you said and I ended up directly with a Fifa 23, 24, 25 Etc... The game is too fast and too arcade.
i agree it is more "fast & Arcady" compare to authentic mode on, when I say it plays well , let me explain

it feels more responsive and i see more fouls

maybe its not as realistic but definitely more dynamic and fun.

Hence why i think they initially had simulation sliders like last year made
then authentic mode was made later and when the authentic mode paired with the slider set its not cohesive possibly

they definitely need to update some gameplay changes for authentic mode so it can be more dynamic
 
New videos with patch 1.03 on career live mode with Marseille (connected to the server )

Day 3 C1 poule Dortmund Vs OM Slider V1 FUMA Legend Authentic Gameplay 1.03 ( big night speed bug)



Day 8 OM Vs Le Havre Slider V1 FUMA Legend Authentic Gameplay patch 1.03



Day 9 Lens Vs OM Slider V1 FUMA Legend Authentic Gameplay patch 1 03



Day 10 OM Vs Angers Slider V1 FUMA Legend Authentic Gameplay patch 1 03



Day 11 Auxerre Vs OM Slider V1 FUMA Legend Authentic Gameplay patch 1 03
 
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