It's been a while since I posted one of these. I've really enjoyed these discussions. So far, most of my posts have focused more on the fantasy side of things, such as bards and centaurs. However, today I want to look in the other direction - 0G. 0G - or 0 Gravity - is most commonly experienced in outer space. It can be experienced in a free-fall as well, and simulated in a fluid where you have neutral buoyancy (such as water). However, for the sake of this discussion, I am going to focus on the literal application of experience 0G in space. I'm also going to focus on fights occurring inside of a space-ship, where there are floors and walls to push off of, and where there is oxygen (so the fighters are not required to wear space suits). The three biggest changes I can see in going from Earth to 0G are: You can no longer press against the ground to give extra power to your attacks You can no longer use gravity to put your weight on your opponent Your opponent now has a whole extra axis to move in order to escape your attacks #1 Drawing Power On the surface, this presents the biggest change and challenge as a fighter. The vast majority of the strikes we train are now significantly weaker. Throwing the strikes is different, because without a strong base, as you swing your arm, the rest of your body will move. Blocks and parries will send you spinning, and make it a lot harder to land combinations. This applies to grappling and throwing as well. You can't just grab your opponent and slam him on the ground, because when you try to slam him, you're going to push yourself up as much as him down. You won't have leverage to execute your throws, because there's no gravity to lose your balance against. Almost every strike I've ever learned, and most of the grappling concepts I've learned, require proper use of your footwork against the ground in order to execute them correctly. Even the joint locks I've learned will be hard to execute, but I'll cover that more later. I think there are two solutions for the power problem: flying techniques, and pulling against your opponent to generate the power. Flying Techniques - such as the superman punch or a flying side kick - would draw power from the surface you push off of, and use your momentum to transfer that power into your opponent. The interesting thing here is that there should be relatively little loss on velocity from wherever you launch from until you strike your target, and that your target will not have many options to move away from you. I could see trying to land on walls as a priority in this type of fight, and could almost see a strategy similar to a game of pool or billiards. Pulling Techniques - the other option is to use the other person as gravity. Grab their collar and pull them into a punch. Grab their head and pull them into an elbow strike. Clinch up and throw knees. This also seems to be the way in which submissions (especially chokes) would be applied. It makes more sense to wrap around your opponent than it does to try and pull a limb away from them. #2 and #3 - Pinning Your Opponent I'm going to combine #2 and #3 into one discussion point, because there's not much I can say about pinning your opponent, that I also can't say about him being able to escape vertically. If you're a wrestler and you have an opponent pinned, it just takes a little push and you're both floating away. If you want to apply a submission like a kimura, then you can't rely on the ground to keep their body from rolling forward with the pull of their arm. If I twist your arm with a wristlock, chances are you'll start spinning in circles and not much will happen to your wrist. I think the only possible solution here is corners - you have to have a wall to press against, and a wall to press your opponent against. This is, of course, unless you're going to pull them into the submission (like a RNC). Discussion What are your thoughts? Are there submissions that would be easier to do in 0G, or that wouldn't be affected by 0G? How would you modify your strikes for this environment?