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Mii Fighters, your own custom characters

Game Versions
Smash 3DS, Smash Wii U
Mii Fighters

Make your own fighter from your imagination!

Table of Contents
1. Overview
2. Mii Sizes and what they do
3. Mii Outfits
4. Mii Brawler
4a. Overview
4b. Moveset
4c. Combos and ATs
4d. Strategy​
5. Mii Gunner
5a. Overview
5b. Moveset
5c. Combos and ATs
5d. Strategy​
6. Mii Swordfighter
6a. Overview
6b. Moveset
6c. Combos and ATs
6d. Strategy​
7. Credits​


1. Overview

So you wanna main a Mii Fighter? Mii Fighters are a new custom type character(s) introduced in smash 4 that you can make using your Miis. Each fighter has its own fighting style and power, but all are fairly viable.

Note that according to a rule from APEX, I will only discuss 1111, 2222, and 3333 custom slot Miis. I will also list what is the most preferred build for each Mii that isn't under one of these sets, but I wont go into very much detail.

TO DO: Finish Gunner and Swordfighter sections
Fine tune Mii Brawler section
Collect more information
Add in Pictures


2. Mii Sizes and What They Do

I was originally going to make this a reply to this thread, but there's a lot of potential discussion for this topic that would probably be better segregated from that.

While this topic applies to all variants of the Mii Fighter, all of my testing was done with Brawlers, so I posted it here. Maybe it belongs in competitive? I don't know; I'll let the moderators decide.


Throughout my experiences with the Miis, I've noticed some anomalies about them as I played with different sizes through different game modes. I'm well aware of what Sakurai said about their sizes having effects, but what I assumed about varying Mii size was very far off. Some things about large Miis in particular didn't feel... right.

Perplexed by how these variables affect them (being the minmaxer that I am), I went off to search if anybody had written up anything on variance in Mii sizes. This article was the only thing I found. If you go just a short way down, you'll see a table. The author, Laguna Levine, took it upon their time to do some experimenting. A good start, but this information wasn't satisfactory enough for me. I needed to know more.

So, having done most that I can content-wise in Sm4sh 3DS, I decided to start experimenting with these characters. First, I'd like to make note of something: While my tests were somewhat in-depth, they weren't as in-depth as they could have been. Some of you may consider these experiments as sufficient, and some of you may want more work done — that's fine. I like to think of this thread as only the beginning of the research into the variables that affect the performance of the Miis.

To start things off, I used Levine's table as a means of determining how to go about this. While Miis virtually have several variants of height/weight, I also decided to use general "extremes" of sizes: Short, Medium, and Tall; and Thin, Medium, and Wide. I will be referring to these sizes as a two-letter acronym: Each letter represents the first letter of each word. The first letter of the acronym represents the height, and the second represents the width (eg. SW means Short & Wide).

Here were the "tools" for the experiment:

These three weren't important to the initial tests. They were used for specific comparisons that I'll be explaining later on in the thread.

The first thing on my agenda was to find differences in knockback between sizes — to opponents, and by extension, how far the Miis themselves are launched.

For this experiment, I went into training mode and chose FD Golden Plains. The move I used was Brawler's neutral B #2: Ultimate Uppercut. For each test, the move is fully-charged, then sweet-spotted on my opponent from the right edge of the stage, facing leftwards (to avoid the CPU moving or vectoring [assuming they vector], as they have a tendency to move when hit beyond the edge of the stage). If — when hit — it seemed as though my opponent didn't go straight up, I reattempted it until they did. Their respective percentage when hit was recorded after each successful test.

The following image were the results. The first column is the type of character I hit, and the second is the minimum percent they must be at for the uppercut to vertically KO them. In addition to the Miis, I threw in some of the heavier characters for comparison.

I think the first thing you'll notice is that the strength between Miis doesn't differ much at all. What may raise your concern, though, are the parentheticals. First off, they aren't global between all three individual cases, but are exclusive to the ones they are listed in.

My guess for the inconsistencies has to do with the overall hitbox of the Mii that was hit, and when it comes into contact with the upper blast line. For the tests conducted with the MM Mii, I think that the MT and TT-sized Miis' hitboxes were just large enough to hit that blast line to result in the KO. The ST one, however, needed the extra percent to give it that extra boost. The situation is basically the same thing for the TW tests. The TT-sized one hits the blast line a percent lower than the other thins, due to the presumed bigger hitbox from the height of the Mii. I tested the parenthetical cases quite a few times, and the result was the same. There are so many variables involved that this is what makes the most sense to me given the situations.

Amongst all those tests, I played with the Miis individually in a couple of fights in training mode, and some runs in Smash Run. Here's what I've been able to infer about Mii sizes:

  • The height affects movement speed, hitbox size (including attacks), and delay after attacks
  • The width affects initial dash and character weight
  • Attack power and jump height is determined by both
  • Weight/attack from the extreme smallest to the extreme largest doesn't seem much different
  • Qualities affected by height are very noticeable, however

I'm not 100% certain that's everything, but that seems to be the gist of it.
What I need to further elaborate on is that last detail. To put it shortly: Short Miis are disproportionately better than tall Miis. I know that sounds like an opinion (and maybe it is), but I'll let you decide:

Pros:
  • Run the fastest
  • Jump the highest
  • Have the least amount of delay after attacks
  • Have a smaller hitbox, therefore being harder to hit

Cons:
  • Smaller hitbox with attacks

As for the tall Miis? Just flip the categories and assert the contrary to each one.
Tall Miis are the slowest, jump at the lowest height, have the most delay after attacks (easier to punish), and they're easier to hit due to their size. The only real pro about them is the larger hitbox associated with their attacks, and that's really not enough.

I don't consider myself a professional at Smash, but here's my understanding about characters:
If a character has a drawback (eg. horrid delay after an attack), there must be other qualities about this character to mitigate that issue. Some characters like these (eg. some of the heavy ones I included on part of the chart) are heavier, and take much more to be KO'd. They also tend to hit a lot harder, and have much more knockback to their moves. Characters that are lighter and faster rely on their quick attacks into combos to be effective. They tend to be KO'd more easily, and do lighter damage with their moves.

While Smash isn't perfectly balanced, I think what I say is general principle for how a great deal of the cast is. There are certainly mixed bags of the aforementioned things — and characters inevitably end up in specific tiers due to them — but how their moves function is what really sets them all apart.

The problem with the Miis is that the very difference in their weight/power is practically neglibile between sizes. With the drawbacks tall Miis have, them having a larger attack hitbox just doesn't cut it — they need to be able to hit harder, knockback further, and take a bigger beating to mitigate such drawbacks... and that just isn't there for them. I know what I'm saying sounds a little too definitive of things (especially considering my isolated tests), but I think Sakurai made a big mistake with the weight/power between sizes.
ofc i dont really blame him with the sheer size of this roster what with all the balancing needing to be done but dang its a pretty big imbalance

Anyway... let's move on.

Seeing as the shorter Miis had so many advantages, I decided to turn my focus entirely on them. My next test was to find out the differences between each of their widths. While I haven't delved too much into this territory yet, I've discovered a few things. Levine's table explains some of this stuff, but I'd like to just elaborate a bit further:

  • When I compared a ST's jump height to a SW, their peak height during the first jump is about 75% of a default Mii's head size above the SW. When compared to a MM, it seems to be one full head, and two full heads compared to a TW. ST Miis certainly jump the highest.
  • Short hopping seems to be the same height between all widths. Not 100% certain, though.
  • As aforementioned, width seems to affect the distance of the initial dash. Running speed, however, doesn't look any different... but I could be wrong.
  • While this may be just me, the thin variants seemed to have a kind of "sliding" feel to them. Think like Luigi, but far less. This detail needs more attention, I think. I'm really not sure if it's there or not.

At this point, I wondered if the size of the Miis were just as varied in the game to their potential sizes when making them in the Mii Maker. This goes back to the second image I posted above. I decided to make two more Miis (the green ones) as middle-of-the-roads between the primary three I used. The first is slightly taller and wider than a ST, but not quite as much as a MM. The second is like the first, but falls between the MM and TW. I compared them to the primary ones, and they are indeed different in size (smallest to biggest, left to right):
I think it's safe to say the green ones will have differences in jump height and initial dash than the others... but that's a test of mine for another time.
A quick note, is that Moveset data will be using a Shot/Thin Mii for its base damage/knockback. Larger miis can do more damage/KO sooner but lose combo potential.

3. Mii Outfits
Gender Differences Between Outfits
I took note of some differences in outfits, so here they are if you're interested:
- for brawler
biker gear (shirt)
fighter uniform (slightly longer top for female)
mecha suit (green for male, yellow for female)
standard outfit (longer top for female)
vampire garb (differences in boots, and front and back of coat)

- for swordfighter
cybernetic suit (colored sections are shaped differently)
ninja suit (male has a shuriken on the front, female's is a more... rounded-shaped one?)
pirate outfit (female has closed coat and no belt sash)
plate armor (female has a slight skirt at the bottom of the top piece. different design in front)
standard outfit (longer top for female)

- for gunner
fancy suit (female shoes are heeled)
standard outfit (longer top for female)
steampunk getup (different vests/pants)
wild west wear (distinctly different between genders)

As minimalistic as this info is, I suppose it's useful in the respect that you prefer some differences in one gender's outfits than what you usually use. Can just remake the Mii into the opposite gender to get what you want, etc..
4. Mii Brawler
4a. Overview.
Mii Brawler is the most powerful out of the 3 Mii Fighters. Taking the moves from the A/B tier fighters, Mii Brawler can easily compete for the #1 spot in the tier lists. Having the ground speed of Captain Falcon, the fastest air speed, a small hitbox, and lots of combo and kill moves, Mii Brawler is an amazing fighter.

The best size and height: Short/thin

Pros
-Very fast
-Great specials
-Small Hitbox
-Great combo moves
-Amazing recovery
-Easy to hit Kill Moves

Cons
-Poor range
-Smashes have noticeable lag
-Lightish weight
-Mediocre Grab Range
-Small Perfect Pivot
4b. Movesets

Jab -



Damage: 2%-3%, 2%, 0%-1% (Rapid Jab), 2%

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at >200%

Forward Tilt -



Damage: 7% (middle), 8% (High), 7% (Low)

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at 182%

Up Tilt -



Damage: 5%-6%

Frame Data
First hit on frame:
End frame:

KO's Mario at the top of FD at 184%

Down Tilt -



Damage: 7-8%

Frame Data
First hit on frame:
End frame:

KO's Mario at the top of FD at 190%


Forward Smash -



Damage: 17%. 24% (Fully Charged)

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at 88%, 53% (Fully Charged)
KO's Mario at the edge of FD at 58%, 36%(Fully Charged)

Down Smash -



Damage: 12%, 17% (Fully Charged)

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at 139%, 101% (Fully Charged)
KO's Mario at the edge of FD at 104%, 71% (Fully Charged)

Up Smash -



Damage: 13-14%, 18%(Fully Charged)

Frame Data
First hit on frame:
End frame:

KO's Mario at the top of FD at 118%, 80%(Fully Charged)

Dash Attack-



Damage: 10%-11%, 5%(Sour spot)

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at 194%

Neutral Air -



Damage: 9-10%, 4% (Sour spot)

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at 175%
KO's Mario at the edge of FD at 135%

Forward Air -



Damage: 3%, 5%

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at 185%

Back Air -



Damage: 11-12%

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at 160%
KO's Mario at the edge of FD at 123%

Up Air -



Damage: 8-9%

Frame Data
First hit on frame:
End frame:

KO's Mario at the top of FD at >200%

Down Air -



Damage: 12-13%

Frame Data
First hit on frame:
End frame:

KO's Mario at the top of FD at 130%

Pummel -



Damage: 3-4%

Frame Data
First hit on frame:
End frame:

Forward Throw -



Damage: 8%-9%

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at 185%

Back Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at >200%

Up Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at >200%

Down Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at >200%
KO's Mario at the edge of FD at >200%

Neutral B 1 - Shot Put



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral B 2 - Ultimate Uppercut



Damage: 7%, 21% (Fully Charged)

Frame Data
First hit on frame:
End frame:

KO's Mario at the top of FD at 85%

Neutral B 3 - Exploding Side Kick



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 1 - Onslaught



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 2 - Burning Dropkick



Damage: 12-13%, 17% (Fully Charged)

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at 140%, 98% (Fully Charged)
KO's Mario at the edge of FD at 127%, 66% (Fully Charged)

Side B 3 - Headache Maker



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 1 - Head-On Assault



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 2 - Feint Kick



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 3 - Foot Flurry



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 1 - Soaring Axe Kick



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 2 - Helicopter Kick



Damage: 15-18%

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at 112%
KO's Mario at the edge of FD at 78%

Up B 3 - Piston Punch



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the top of FD at

4c. Combos and ATs

Mii Brawler has a good amount of combos and reliable strings. Here are a couple.

Dthrow > shFair > Dthrow > shFair > Repeat until they can jump away/your at the edge, then end in a damage move of your choice. Might not work on some characters with fast jabs. Combo string can net you a good amount of %



4d. Strategy


5. Mii Gunner
5a. Overview

5b. Moveset
Jab -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Tilt -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Tilt -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Tilt -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Smash -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Smash -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Smash -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Dash Attack-



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Back Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Pummel -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Back Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

5c. Combos and ATs

5d. Strategy


6. Mii Swordfighter

6a. Overview

6b. Moveset

Jab -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Tilt -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Tilt -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Tilt -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Smash -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Smash -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Smash -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Dash Attack-



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Back Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Air -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Pummel -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Forward Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Back Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down Throw -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Neutral B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Side B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Down B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 1 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 2 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

Up B 3 -



Damage:

Frame Data
First hit on frame:
End frame:

KO's Mario at the center of FD at
KO's Mario at the edge of FD at

6c. Combos And ATs

6d. Strategy


7. Credits

Exate for Quotes on Mii Height/Weight analysis and differences between gender outfits.
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