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Old 12-04-2020, 11:52 AM   #7
EskrimadorNC
 
Join Date: Jul 2015
Default Re: The Raid: Redemption, a Technical Grappling Analysis

Timestamp: 1:59
Rama performs an offensive Judo throw
Rama then performs an ARM LOCK on BG#15’s arm
BG #15 is stunned and must DO NOTHING


[BG#15 cannot defend against Rama’s Judo Throw, so he falls prone. He very likely fails his HT check and is stunned from the throw. Rama maintains his grapple, probably reserving all CP accumulated to use on his next turn. He then performs an Arm Lock on BG#15. BG#15 cannot defend, so Rama succeeds easily and accumulates more CP. BG#15’s arm is locked and he is stunned, and so must DO NOTHING on his turn.]

Timestamp: 2:00
Rama inflicts damage on BG#15’s locked arm
He then follows up with a Stamp Kick to the face
Likely, some CP from the grapple is used on face k
ick

[Per TG p38, Rama can, as a free action, inflict damage on BG#15’s arm. Twice the CP spent sets the upper bounds of damage, so Rama will spend 3 CP as it only takes 6 damage to cripple the arm, and CP spent on damage from a lock count double. Rama then rolls a QC of his Trained ST vs. BG#15’s Trained ST, and damage is Rama’s MOS, capped at 6. It’s not apparent that the damage cripples the arm, so we can extrapolate that Rama’s victory in the QC is less than 6 points. Rama then follows up with a Stamp Kick to BG#15’s Face. Rama has a host of penalties to deal with. The Stamp Kick (MA pg 80-81) technique defaults to Karate -3. We don’t see Rama do this often, so there is no real case for it being improved beyond the default. Per MA pg 99, attacking the face of a kneeling or sitting man is -4 instead of -5. It doesn’t specifically mention kicking the face of a prone man, but it’s not a stretch to think that it applies in this case. So Rama is looking at a -7 to Stamp Kick BG#15’s face. He likely removes -3 to -5 in penalties with the expenditure of his remaining CP, making the stamp kick much more manageable. BG#15, who is already at negative HP, takes a crap-ton of damage to the face. Yeah, he is done.]

Timestamp: 2:03
BG#17 (Black Shirt) throws a punch at Rama
Rama parries, then goes AoD


[Rama goes full defense here, likely because he sees the two foes (Black Shirt and Red Shirt) closing in and is playing the odds. Also note that Black shirt’s punch doesn’t look like an AoA, so Rama is less keen to attempt a counter as BS can still defend.]


Timestamp: 2:04
BG#17 (Black Shirt) then does AoA double with Punch then elbow
Rama dodges punch then parries the elbow
Rama then counters with a punch to the face


[Black Shirt leads with an AoA (Double), and this gives Rama the opportunity for an uncontested counter. His punch to the face lands in spite of the -5 penalty. The punch is quick with no wind-up so it is unlikely a TG attack. Rama punches foes in the face several more times, so there is a case for improved TA Karate punch/face. BS falls prone, so is likely stunned, though the damage is probably not enough for a Major Wound. Also note that BS falls far enough away after the face hit that he is out of Rama’s reach, and Red Shirt hasn’t arrived yet, so Rama is denied the use of his Extra Attack here.]


Timestamp: 2:05
BG#18 (RS) does an AoA(D), Telegraphic punch @ Rama’s face
Rama parries the punch
Rama then performs a Torso grapple
Followed up by a knee to the torso (vitals?)


[Rama likes applications of Grab and Smash and he does it here as well as several other times during this fight. Here, he performs a grapple after the parry and throw’s a Knee at RS’s torso, burning all accumulated CP on damage (likely 3 – 4 points). This puts the knee strike at Thr+3 or Thr+4, easily inside the realm of causing a Major Wound. Another possibility is that Rama’s knee targets the vitals, which would force the HT roll to be at -5 if damage is a MW. It doesn’t quite look like a vitals shot, though. Most likely, Red Shirt simply failed his HT check and is stunned.]

Timestamp: 2:06
BG#17 is back and throws a punch (attack maneuver)
Rama parries the punch and throws an elbow
BG#17 dodges the elbow and performs a sideslip


[Here is the 2nd case where Rama throws an attack at a foe that is able to defend and does so successfully. This means that while Rama’s skill is probably pretty high, it’s not so high that he can regularly take large Deceptive Attack penalties in order to insure a failed defense. Indeed, his MO is to play defense in hopes of provoking an AoA, and then countering on a foe that cannot defend. The Sideslip dodge gives Black Shirt a +2 bonus on his dodge. Likely his dodge nets at a 10, or 11 if his punch was a defensive attack. He dodges and changes position.]

Timestamp: 2:07
BG#17 throws an AoA (D) backfist at Rama’s face
Rama Parries the backfist
Rama then performs an AoA (D) head grapple
And follows up with a knee to the face


[Rama’s grapple is actually in two distinct locations. His right hand is grappling BS’s right arm, and his left hand grapples BS’s head. I will rule this as a head grapple since the requirements for Grab and Smash are that you can only strike a location that you have grappled. Since Rama’s next attack is a knee to the face, his grapple must be to the face/head as well. I rule this as an AoA (D) maneuver because after it is over, Rama is unable to defend BG#18’s Slam attack. It also helps offset the head grapple (-2) and Knee to the face (-6) penalties. The Knee to the face is normally -6, but Rama throws enough knees that we have a good case for improving the Knee Strike technique to max. Accumulated CP will be dumped into damage. I’d also like to note that visually, Rama’s grapple forces BG#17 into a kneeling posture, which would lower the TA Knee/Face penalty to -4. However, doing that mechanically in GURPS would require either Extra Attack 2 (we don’t see enough evidence of that elsewhere) or a Rapid Strike for a -6 on both the Grapple and the Knee strike. I would treat this as merely a fluff effect, and make Rama perform the knee strike at full penalty. Regardless, the damage is likely high enough to force a HT check, and possibly cause a MW. BG#17 clearly falls prone after the knee to the face, so a failed HT roll can be assumed.]
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