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Giovanna - General Discussion

Arqwart

Fatal Blowing at the Speed of Liiiiight
OP is a WIP and will be added to as needed.

Best girl coming through.

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Giovanna is a simple rushdown character with minimal complexity for an easy skill floor for players new to her. Rocking Chun-Li style huge legs to kick people from miles away and lighting fast speed, Giovanna has deceptively long range for a character meant to be right on top of the opponent.

Before we get into it, here's some helpful information both in general and for Gio herself.

Notations
Numbers (1-9): indicate direction of an input. For example, 2P is the equivalent of a D1 in Mortal Kombat. See Dustloop Wiki's page for details. I'll be using this for combo notations since it's the norm for Guilty Gear.
S: "Slash" normal. Default button is Y / Triangle. Often called "Far Slash" and notated by f.S
c.S: "Close Slash" normal. Default button is Y / Triangle. When close to an enemy, every character has a different Slash attack.
H or HS: "Heavy Slash" normal. Default button is B / Circle
P: "Punch" normal. Default button is X / Square
K: "Kick" normal. Default button is A / Cross
D: "Dust" normal. Default button is Right Bumper / R1
RC: "Roman Cancel" meter-burning move that has a time-slowing effect on enemies and animation canceling effect on one's character. Costs 1 bar and is input by pressing any 3 non-Dust attack buttons at the same time (though I strongly recommend you bind a single button to it, such as one of the triggers).
YRC/RRC/BRC/PRC: yellow, red, blue, and purple roman cancels. When activating roman cancel, you and your opponent's current states will change the color, effect, and use of the RC.
OTG: "Off/on the ground." Means that whatever attack being mentioned can hit an opponent when they're first knocked down before invulnerable knockdown frames kick in.

Specials & Supers
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Seupultura (214K): large roundhouse kick that deals notable damage. Can OTG, including after itself at the end of a combo. Gio's go-to combo ender.
Trovao (236K): slow startup advancing kick attack that breaks the first projectile it hits and is slightly plus on block. Great for advancing, block string mind games after conditioning opponents, and wall-breaking combos. Be mindful of its slow startup, however, because it can be interrupted or jumped over.
Sol Nascente (623S): looks like a traditional dragon punch special, but does not have invincibility and does not move Gio off the ground much. Is stupid fast for a special (7f startup) and is always plus when blocked by an aerial opponent. Hitbox is a full arc above Gio (hitting both sides of her) and puts her hurtbox quite low. Combine this with the 0 risk when blocked by an aerial opponent and you have a fantastic anti-air. With its 7f startup, Sol Nascente is the only special that can combo after Gio's 5P.
Sol Poente (214K): can be done on the ground or in the air. Sol Poente is a hopping attack that low crushes, is an overhead, and advances enough that it can be a cross-up tool depending on your distance from the opponent. It's +4 on block but can be interrupted due to its slow startup so be mindful. Air version can hit twice as the initial double jump acts as an attack. Be careful with the air version, though, as it gives Gio a LOT of height which can result in you whiffing entirely.

Ventania (632146H): meter-burning attack super. Costs 1 bar. Advances forward with a slew of kicks and does a LOT of damage. Invincible on startup but death on block.
Tempestade (236236H): meter-burning attack super that can only be done in the air. Costs 1 bar. Stupid fast divekick attack super with no startup invincibility, but be warned that it's a very shallow divekick so it does not go very far forward. Is fucking +5 on block so there's little risk to using it and can act as a pressure tool if your attempt at reading an anti-air didn't work out. It also has a very easy input motion so your jumps become very scary once you have meter.

Key Items of Note
-Frame data.
-She does not have a run like most other characters in the game. Her dash is a "traditional" fighting game dash both forwards and backwards. Most notably, her forward dash covers a LOT of distance VERY quickly.

-Roman cancels are not necessary at all to get good combo damage on her nor for breaking walls. For wall breaking, Trovao (236) wall bounces, 5S and 2S hit multiple times, c.S and K are jump cancelable, c.S and Sepultura (214K) can OTG, etc.

-K and c.S can be jump canceled, meaning you can hold up (and a direction if desired) to immediately jump after the move lands or is blocked. Unsure if any other normals are jump cancelable.

-6H is an advancing mid rekka-style move that can go up to 3 H hits. Puts both Gio and the opponent into the air on hit which makes it very easy to hit-confirm into either RRC or Tempestade after the second hit. Not special cancelable after the third hit.

-2S hits up to 2 times. f.S hits up to 3 times. However, both can be canceled into other moves at any point as desired. This makes them both really good for block string mind games and wall-breaking combos.

-Guilty Gear has run/dash "drift" (or whatever players call it). This means that canceling a run/dash into an attack will maintain your character's forward momentum for a moment as the normal starts. With her stupid fast dash and high range kick normals, Gio can be quite threatening even from a distance.

-Trovao (236K) can't be combo'd after normally, but a counter-hit state will allow for full combos after. Extremely valuable time to hit confirm when going through enemy projectiles or catching the opponent pressing a button from a distance.

-Trovao (236K) also can't be combo'd into normally; but a counterhit 5S or 5H can combo into it. Try to avoid dialing in S->H or H->Sepultura when advancing or pressuring as counterhit 5S/5H into Trovao can lead to 6K -> Sepultura -> RRC combo.

-Anti-air counter-hit Sol Nascente (623S) knocks the opponent a decent distance away but also floats them for a follow-up. Practice the timing on getting combos from this.

-c.S is insane for pressure and is her core combo starting tool since it floats the opponent slightly, resulting in juggle combos. It's + on block with very little pushback without faultless defense, allowing for great stagger pressure and frame traps. It's also jump cancelable as I mentioned above so enjoy the strike throw, stagger, frame trap, AND overhead/low mixups that come with c.S.

-Giovanna passively gains bonus damage dealt and less damage taken when at 50% meter and a higher bonus to both when at 100% meter. This is indicated at 50% bar by Rei (the wolf) glowing and at 100% by Giovanna's skin turning the same color as Rei, her eyes glowing, and a symbol appearing on her forehead. There's also a small visual spark that goes off when you hit each threshold. It's a 5% and 10% damage boost respectively and Dustloop (see the Frame Data link above) has Gio's damages listed as ##(##)[##] to indicate base, 50% meter, and 100% meter damage.

-Sepultura (214K) is only -4 on block. If an opponent blocks it at long range or uses faultless defense for higher block pushback, you effectively don't lose your turn at all and can choose to risk pressuring more, backdashing to reset neutral, jumping, etc. This also means that conditioning and learning your opponent can lead to you not losing your turn even if blocked up close. If they like to jump after, it's now just a regular close-range neutral. If they like to mash a slower normal like S or H, you can begin mashing 2P or 2K after to interrupt and take your turn back.

-j.K hits on both sides of Giovanna, allowing for super easy crossups. It also has a 6f startup so it's great for air-to-airs.

-j.P can block string and combo on hit in the air multiple times while also block/hit comboing into 5P mashing when both of you land. This makes j.P a fantastic air-to-air option as it has only a 6f startup and can build lots of RISC if they block.
 
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Swindle

Philanthropist & Asshole
OP is a WIP and will be added to as needed.

Best girl coming through.

View attachment 18236

Giovanna is a simple rushdown character with minimal complexity for an easy skill floor for players new to her. Rocking Chun-Li style huge legs to kick people from miles away and lighting fast speed, Giovanna has deceptively long range for a character meant to be right on top of the opponent.

Before we get into it, here's some helpful information both in general and for Gio herself.

Notations
Numbers (1-9): indicate direction of an input. For example, 2P is the equivalent of a D1 in Mortal Kombat. See Dustloop Wiki's page for details. I'll be using this for combo notations since it's the norm for Guilty Gear.
S: "Slash" normal. Default button is Y / Triangle. Often called "Far Slash" and notated by f.S
c.S: "Close Slash" normal. Default button is Y / Triangle. When close to an enemy, every character has a different Slash attack.
H or HS: "Heavy Slash" normal. Default button is B / Circle
P: "Punch" normal. Default button is X / Square
K: "Kick" normal. Default button is A / Cross
D: "Dust" normal. Default button is Right Bumper / R1
RC: "Roman Cancel" meter-burning move that has a time-slowing effect on enemies and animation canceling effect on one's character. Costs 1 bar and is input by pressing any 3 non-Dust attack buttons at the same time (though I strongly recommend you bind a single button to it, such as one of the triggers).
YRC/RRC/BRC/PRC: yellow, red, blue, and purple roman cancels. When activating roman cancel, you and your opponent's current states will change the color, effect, and use of the RC.
OTG: "Off/on the ground." Means that whatever attack being mentioned can hit an opponent when they're first knocked down before invulnerable knockdown frames kick in.

Specials & Supers
View attachment 18237
Seupultura (214K): large roundhouse kick that deals notable damage. Can OTG, including after itself at the end of a combo. Gio's go-to combo ender.
Trovao (236K): slow startup advancing kick attack that breaks the first projectile it hits and is slightly plus on block. Grant for advancing, block string mind games after conditioning opponents, and wall-breaking combos.
Sol Nascente (623S): looks like a traditional dragon punch special, but does not have invincibility and does not move Gio off the ground much. Is stupid fast for a special (7f startup) and is always plus when blocked by an aerial opponent. Hitbox is a full arc above Gio (hitting both sides of her) and puts her hurtbox quite low. Combine this with the 0 risk when blocked by an aerial opponent and you have a fantastic anti-air. With its 7f startup, Sol Nascente is the only special that can combo after Gio's P and 2P.
Sol Poente (214K): can be done on the ground or in the air. Sol Poente is a hopping attack that low crushes, is an overhead, and advances enough that it can be a cross-up tool depending on your distance from the opponent. It's +4 on block but can be interrupted due to its slow startup so be mindful. Air version can hit twice as the initial double jump acts as an attack. Be careful with the air version, though, as it gives Gio a LOT of height which can result in you whiffing entirely.

Ventania (632146H): meter-burning attack super. Costs 1 bar. Advances forward with a slew of kicks and does a LOT of damage. Invincible on startup but death on block.
Tempestade (236236H): meter-burning attack super that can only be done in the air. Costs 1 bar. Stupid fast divekick attack super with no startup invincibility, but be warned that it's a very shallow divekick so it does not go very far forward. Is fucking +5 on block so there's little risk to using it and can act as a pressure tool if your attempt at reading an anti-air didn't work out. It also has a very easy input motion so your jumps become very scary once you have meter.

Key Items of Note
-Frame data.
-She does not have a run like most other characters in the game. Her dash is a "traditional" fighting game dash both forwards and backwards. Most notably, her forward dash covers a LOT of distance VERY quickly.
-Roman cancels are not necessary at all to get good combo damage on her nor for breaking walls.
-K and c.S can be jump canceled, meaning you can hold up (and a direction if desired) to immediately jump after the move lands. Unsure if any other normals are jump cancelable.
-6H is an advancing mid rekka-style move that can go up to 3 H hits. Puts both Gio and the opponent into the air on hit which makes it very easy to hit-confirm into either RRC or Tempestade after the second hit. Not special cancelable after the third hit.
-2S hits up to 2 times. f.S hits up to 3 times. However, both can be canceled into other moves at any point as desired. This makes them both really good for block string mind games and wall-breaking combos.
-Guilty Gear has run/dash "drift" (or whatever players call it). This means that canceling a run/dash into an attack will maintain your character's forward momentum for a moment as the normal starts. With her stupid fast dash and high range kick normals, Gio can be quite threatening even from a distance.
-Trovao (236K) can't be combo'd after normally, but a counter-hit state will allow for full combos after. Extremely valuable time to hit confirm when going through enemy projectiles or catch them pressing a button from a distance.
-Anti-air counter-hit Sol Nascente (623S) knocks the opponent a decent distance away but also floats them for a follow-up. Practice the timing on getting combos from this.
-c.S is insane for pressure and is her core combo starting tool since it floats the opponent slightly, resulting in juggle combos. It's + on block with very little pushback without faultless defense, allowing for great stagger pressure and frame traps. It's also jump cancelable as I mentioned above so enjoy the strike throw, stagger, frame trap, AND overhead/low mixups that come with c.S.
Great work.
 

Gooberking

FGC Cannon Fodder
I keep running into other Gio's going on a rampage that don't seem to have any idea why they can keep pressing buttons all day on offence but shouldn't when it's done to them with their own character.

Drill for +f's > buttons > cancel into Sol Poente for +f's > buttons > cancel again into Sol Poente for +f > repeat until CH anti-aired for having one plan

What do you mean I have to block on wake up?
What do you mean I have to block after drill?
What do you mean I have to block after Sol Poente?

Dude, those facts are literally what you built your one rail plan around to get where you are at.

..and yet I had to lose twice to shut it down and get a win in the third match.
 

Second Saint

A man with too many names.
So I don't play Strive, but Giovanna has been one of the characters that really intrigues me, and I notice that a lot of this thread is from other D'vorah players. I think we've got a type, guys.
 

Gooberking

FGC Cannon Fodder
So I don't play Strive, but Giovanna has been one of the characters that really intrigues me, and I notice that a lot of this thread is from other D'vorah players. I think we've got a type, guys.
If Jack-O and Jam show up you might see some shuffling around.

I do have about an 85% chance of going with one of the girls in any given game.
 

Arqwart

Fatal Blowing at the Speed of Liiiiight
So I don't play Strive, but Giovanna has been one of the characters that really intrigues me, and I notice that a lot of this thread is from other D'vorah players. I think we've got a type, guys.
Big normals and great block pressure. Don't know much about non-Strive characters; but if Venom shows up, I'm 100% playing him though since he's a true setup / trap character.

Gio is fun as hell, though. She's unga bunga on the surface, but she has some glaring flaws in her defense so you've really gotta do a lot of work to get in and get conditioning set up as well as you possibly can to help keep pressure going. Both her + on block specials are entirely interruptible so you can't just toss them out constantly. As soon as Gio is on defense, she has nothing except pokes and the occasional 6P / Sol Nascente anti-air to get herself out of trouble. She builds a LOT of meter from her pressure but also burns so much of it on faultless defense to just survive.

Great work.
Appreciate it. I'll be adding more key info for her as stuff comes out to help people learn her. I'm still working to find more YouTubers that play her at a high level (or channels showing high level gameplay of her) for gameplay examples and tips/tricks.
 

Arqwart

Fatal Blowing at the Speed of Liiiiight
I've found that it isn't worth your effort to be super close range for pressuring Leo, Sol, and Potemkin players. Much safer to keep back, stagger K / 2K / S / H, and randomly dash in to throw or mash P to build RISC. Risking DPs or Pot Buster just isn't worth it.
 

Second Saint

A man with too many names.
Well, I got the game and I'll be working on Giovanna to start with. Been through maybe half the missions, but most of them are just painfully boring, with the occasional VITAL information about how the game works.

Combo and the input system are probably going to be a major adjustment for me. It's why I've always been so reticent to pick up new games. I hate having to spend months just to feel like I'm playing somewhere near my overall skill level as a player. It's annoying because I can figure out what Giovanna does with about 5 minutes of looking at her frame data, but actually doing any of it effectively will take a ton of grinding, and that's before I really even get into matchups.
 

Gooberking

FGC Cannon Fodder
Well, I got the game and I'll be working on Giovanna to start with. Been through maybe half the missions, but most of them are just painfully boring, with the occasional VITAL information about how the game works.

Combo and the input system are probably going to be a major adjustment for me. It's why I've always been so reticent to pick up new games. I hate having to spend months just to feel like I'm playing somewhere near my overall skill level as a player. It's annoying because I can figure out what Giovanna does with about 5 minutes of looking at her frame data, but actually doing any of it effectively will take a ton of grinding, and that's before I really even get into matchups.
I really wouldn't put any pressure on yourself and just chip away at it for a few days to a couple of weeks and see what happens. General inputs for the game are fairly lenient and there are generally more active frames on attacks than MK so doing stuff isn't too difficult in the game outside of the weirdly out of place wake up timing strictness.

There will be some specific, nutty stuff I'm sure will take some practice, but there is also a bit of a free flow element to the game where you want to try and puzzle small things together in a moment to walk away with whatever you can. That will just take getting intimate with the game and playing people over time, and something people do at different rates and degrees of success. That probably falls under the concerns you have, but you will likely know if the game suits you and be doing cool things long before you should expect your freestyling to kick in.

Maybe that's not helpful commentary but I know I'm not here to win or pay bills with games, just to have fun. Try and have a good time with it and go from there.
 

Arqwart

Fatal Blowing at the Speed of Liiiiight
Well, I got the game and I'll be working on Giovanna to start with. Been through maybe half the missions, but most of them are just painfully boring, with the occasional VITAL information about how the game works.

Combo and the input system are probably going to be a major adjustment for me. It's why I've always been so reticent to pick up new games. I hate having to spend months just to feel like I'm playing somewhere near my overall skill level as a player. It's annoying because I can figure out what Giovanna does with about 5 minutes of looking at her frame data, but actually doing any of it effectively will take a ton of grinding, and that's before I really even get into matchups.
The game is definitely an entirely different beast from MK11. Combo system, speed, meter, supers, roman cancels - shit is all bonkers.

Kick -> Dust
Slash -> Heavy Slash
Close Slash -> Far Slash or Heavy Slash

That's about it for the gatling combo system in this game. Look at stringing combos together as 1, 2, special with Kick, Dust, Special or Slash, Heavy Slash, Special. Once you get comfortable with that, you can start figuring out when you can spend the meter on a red roman cancel to get another basic 1, 2, special added in and how to get wall breaks. Combos may look super flashy (especially with characters like Nago and Chipp), but they're not too too complicated as they're based entirely on the gatling listing I have above.

I'll be posting more videos of Giovanna matches soon to help with visual learning as I know, at least for myself, that helps people a lot.
 

Second Saint

A man with too many names.
Is anyone using her air super as part of her pressure? I still know basically nothing about the game, but it's +5 on block, and I notice that c.S > 6H~236236H has no gap. I was able to counter hit Ky's 5P with 5H, but had to use f.S on Sol's 5K. Seems like it would be a good way to vary up pressure besides RRC, if you're spending the tension.
 

Gooberking

FGC Cannon Fodder
Is anyone using her air super as part of her pressure? I still know basically nothing about the game, but it's +5 on block, and I notice that c.S > 6H~236236H has no gap. I was able to counter hit Ky's 5P with 5H, but had to use f.S on Sol's 5K. Seems like it would be a good way to vary up pressure besides RRC, if you're spending the tension.
Yes. BeyondToxin uses air super a fair amount for those frames.sometimes it hits and a lot of times they go through the wall. Not a bad way to spend meter if you think it might hit as near as I can tell.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
As a axl player, finding the gio MU though in this early stage the game.
Her, chipp and millia give me the worse time at the moment
 

Arqwart

Fatal Blowing at the Speed of Liiiiight
As an aside for those learning Gio, my thoughts have definitely been confirmed: she is 100% a conditioning pressure character. With her speed and barely negative specials, you've gotta condition them into assuming certain follow-ups then scare them with risky shit like either plus special or simply NO special into more normal pressure cause they sit there blocking.

As a axl player, finding the gio MU though in this early stage the game.
Her, chipp and millia give me the worse time at the moment
It's not super extensive, but Sajam notes a couple tips against Giovanna in this video.

Well, I got the game and I'll be working on Giovanna to start with. Been through maybe half the missions, but most of them are just painfully boring, with the occasional VITAL information about how the game works.

Combo and the input system are probably going to be a major adjustment for me. It's why I've always been so reticent to pick up new games. I hate having to spend months just to feel like I'm playing somewhere near my overall skill level as a player. It's annoying because I can figure out what Giovanna does with about 5 minutes of looking at her frame data, but actually doing any of it effectively will take a ton of grinding, and that's before I really even get into matchups.
Here's those other high level Gio videos I promised.
 
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Second Saint

A man with too many names.
As an aside for those learning Gio, my thoughts have definitely been confirmed: she is 100% a conditioning pressure character. With her speed and barely negative specials, you've gotta condition them into assuming certain follow-ups then scare them with risky shit like either plus special or simply NO special into more normal pressure cause they sit there blocking.


It's not super extensive, but Sajam notes a couple tips against Giovanna in this video.


Here's those other high level Gio videos I promised.
Thanks, I've been combing through some locals and watching that footage for awhile, which has been okay, but I'm not really sure how good those guys are in the grand scheme of things.
 

Arqwart

Fatal Blowing at the Speed of Liiiiight
Thanks, I've been combing through some locals and watching that footage for awhile, which has been okay, but I'm not really sure how good those guys are in the grand scheme of things.
While maybe not proven tournament level, they're at least playing at what appears to be a Heaven ranked level at a minimum which can be helpful all the same. There's still some nice tricks to learn from videos like these, at least for me. Already found out in that third video that a deep jK can go into c.S, roman canceling Sol Nascente (623S) leaves Gio in the air which can lead to weird ass mixups, and it's better to use 5K to OTG after Sepultura cause it sets up for safe jump cross/mixups.

EDIT: also, using non-charged Dust after a RRC'd throw in the corner will float them long enough for Gio to do a full combo after. Adds an extra hit for wall breaking AND does a lot more damage than the usual post-throw RRC juggle.

EDIT 2: also, I REALLY need to start utilizing jump cancel on 5K. Gio can do basically wall-to-wall combos on aerial opponents with 5K into jK, jD, jDash, jK, jD.
 
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Second Saint

A man with too many names.
While maybe not proven tournament level, they're at least playing at what appears to be a Heaven ranked level at a minimum which can be helpful all the same. There's still some nice tricks to learn from videos like these, at least for me. Already found out in that third video that a deep jK can go into c.S, roman canceling Sol Nascente (623S) leaves Gio in the air which can lead to weird ass mixups, and it's better to use 5K to OTG after Sepultura cause it sets up for safe jump cross/mixups.

EDIT: also, using non-charged Dust after a RRC'd throw in the corner will float them long enough for Gio to do a full combo after. Adds an extra hit for wall breaking AND does a lot more damage than the usual post-throw RRC juggle.

EDIT 2: also, I REALLY need to start utilizing jump cancel on 5K. Gio can do basically wall-to-wall combos on aerial opponents with 5K into jK, jD, jDash, jK, jD.
Why's 5K a better OTG than c.S? Unless there's something I'm missing, they're both jump cancelable and lead to the same safe jump setups. I've practiced that a lot, and I find it much easier to OTG c.S than 5K.

Also 3:37 in the third video, I had no idea you could do that! The corner carry is crazy.
 

Arqwart

Fatal Blowing at the Speed of Liiiiight
Why's 5K a better OTG than c.S? Unless there's something I'm missing, they're both jump cancelable and lead to the same safe jump setups. I've practiced that a lot, and I find it much easier to OTG c.S than 5K.

Also 3:37 in the third video, I had no idea you could do that! The corner carry is crazy.
For this specific situation, Sepultura knocks the opponent far enough away that I assume getting in range to do c.S OTG isn't possible due to the distance. I'll have to test it out to confirm whether c.S is possible, but I brought it up cause I saw multiple instances in the third video against Ram of the Gio player doing 5K OTG into safe jump cancel after Sepulturas. I'd just been doing additional Sepulturas to OTG before.
 

Second Saint

A man with too many names.
For this specific situation, Sepultura knocks the opponent far enough away that I assume getting in range to do c.S OTG isn't possible due to the distance. I'll have to test it out to confirm whether c.S is possible, but I brought it up cause I saw multiple instances in the third video against Ram of the Gio player doing 5K OTG into safe jump cancel after Sepulturas. I'd just been doing additional Sepulturas to OTG before.
I think most situations it's going to be personal preference. I've been labbing this stuff for a couple days now because it's what I think I should base my entire offense around, getting that OTG into safe jump or dash canceling in for a strike/throw mixup (you're still very plus and will beat anything they do that's not invincible) while they're looking for it.

I also didn't realize you could OTG her throw in the corner like in those matches. The timing on it is tough, but more damage on throws into a safe jump? That's amazing, and I will happily grab someone 8 times in a game.
 

Second Saint

A man with too many names.
@Arqwart I was actually wrong. The OTG c. S and 5K give you different advantage. It's much more difficult to get a true safe jump from c.S if you aren't literally point blank.
 

Second Saint

A man with too many names.
So I've found some stuff that I just straight up haven't seen anyone anywhere do.

1) Counter hit c.S dash cancel c.S, c.S is a thing. CH gives you even more advantage, and c.S has crazy good hit advantage to start with and the dash leaves you incredibly close, so the distance to link two more isn't a problem, no matter where you start.

2) c.S links into fully charged 5D, which has done more damage than the other combo routes I use. Basically c.S , 5D (hold), 5K~214K, 5K~214K OTG 5K or c.S. You get gravity scaling from repeated c.S, but you can always do at least one 5K~214K. I'm not good at combos in this game, so I'm sure there's someone who can do a whole lot more with this than I'm doing.