Featured Post

SIX KEYS TO A LITERARY GENETIC CODE

In essays on the subject of centricity, I've most often used the image of a geometrical circle, which, as I explained here,  owes someth...

Showing posts with label deathblow. Show all posts
Showing posts with label deathblow. Show all posts

Sunday, March 21, 2021

QUANTUMS OF SOLIPSISM PT. 2

The “longer formulation” of quantum literary theory that I mentioned in Part 1 represents an attempt to apply the insights regarding the master tropes of the combative mode, expressed in 2019’s GIVE-AND-TAKE VS. THE KILLING STROKE  to the discourses of the four potentialities. In 2017’s GOOD WILLQUANTUMS PT. 2  I wrote that “the primary criterion of ficti onal excellence in any potentiality” was that of “density/complexity,” which criterion was merely a conflation of two covalent terms I’d used separately over the years. Not until late 2018, with the essay CONVERGING ON CONCRESCENCE,  did I decide that the authorial process of creating complexity merited its own term, and that this process, called concrescence, pertained to any work, no matter which of the potentialities proved dominant in the author’s intentions. I devoted one 2019 essay, CLANSGRESSION COUNTDOWN, to listing fifty separate works, all of which dealt with similar subject matter, and then showing how each work emphasized one of the four potentialities more than it did any of the other three.


I wrote GIVE-AND-TAKE in late 2019, but that essay was the culmination of many years of meditating on the different forms that the combative mode took in fictional narratives, with special reference to forms which did not end with a “give-and-take” of energies between combatants. Apparently, I was reasonably satisfied with these makework terms for the two tropes throughout most of 2020. However, during 2020 I finally read PROCESS AND REALITY, and this caused me to re-interpret some of my critical parameters in terms of the “vector metaphor” Whitehead used in PROCESS. Thanks to this process of re-interpretation, I gave further thought to the two tropes of GIVE-AND-TAKE in terms of vectors.


With the trope originally designated as “the killing stroke,” recently renamed “the deathblow,” I noted that the combative energies could flow in one of two directions:


From inferior force to superior force, as with the humans who blind the mighty Cyclops as well as the humans who vanquish mighty Godzilla with an “oxygen destroyer”—





Or from superior force to inferior force, as with Dionysus’s destruction of Pentheus and with the Spectre’s destruction of pestilential criminals.





However, with the trope originally designated as “give-and-take” and renamed “deathmatch,” the flow of energies must be on roughly the same plane. Often the deathmatch-trope takes place between just two entities of roughly equal power, such as Aeneas and Turnus, or Orion and Kalibak. A second variation would be that of two formidable warriors taking a larger number of opponents with some disadvantages (Odysseus and Telemachus vs. the suitors, who lack full armor and weapons, Batman and Robin vs. gangs of armed hoods who lack any special combative skills). A third popular variation is that of a huge assemblage of combatants vs. another huge assemblage of equally skilled opponents (the Greek gods vs. the Titans, the Justice Society vs. the Injustice Society), and a fourth can pit a large assemblage of heroes against one superior opponent, as with the Greek gods fighting Typhon and the Teen Titans battling Trigon. But all of these variations are subsumed by a vector showing energies flowing in both directions.





Because the “strength-quanta” energies of the deathblow-trope focus upon a vector going only in one direction, I choose to label this trope as *univectoral. *


However, because the “strength-quanta” energies of the deathmatch-trope flow in at least two directions at minimum, I choose to label this trope as *multivectoral. *


In GIVE-AND-TAKE, I erred on the side of caution by stating that I wasn’t yet certain that the two combative tropes were the only significant ones. However, having rethought the tropes in terms of vectoral analysis, I’ll now state that these two are the only principal tropes for “strength-quanta,” and that everything in between the two is simply a variation of one or the other.


Now, how does this affect potentialities whose tropes deal with different quanta? I will submit that excellence in all of the other three potentialities arises from a concrescence of energies that also follows either a *univectoral * or a *multivectoral * process.


Some loose examples:


In a work dominated by the dramatic potentiality, the work might be *univectoral * if it focuses only upon how one character’s “affect-quanta” influences other persons, as with Ibsen’s HEDDA GABLER. Another work might be *multivectoral * if it focused on how a group of characters influenced one another with their quanta, as would be the case in the same author’s ROSMERSHOLM. Similarly, one might have two works dominated by the didactic potentiality, one in which the author wishes to expatiate only one ideology, while in another the author wishes to oppose at least two ideologies in order to show one as superior to the other. Both Upton Sinclair’s THE JUNGLE and Jack London’s THE IRON HEEL concern the ideology of socialism. But London provides an argument for the counter-ideology of capitalism, while Sinclair does not.


As for the mythopoeic potentiality, the one that arguably receives the greatest attention on this blog, I may as well use as illustrations the last two mythcomics I analyzed here. “Ixar, Sinister Statue of the Cyclades” is *univectoral,* in that all of the symbol-quanta are invested in the giant statue’s recapitulation of the myth of Orion and Cedalion, while all other characters, settings and plot-actions in the story are symbolically nugatory.


In contrast, the two-part story “PublicEnemy/Lifedeath” is *mutivectoral.* The first part begins by showing the interactions of two heroes, Storm and Rogue, as they overcome their initial conflicts and forge a bond of superheroic sisterhood, in part thanks to Rogue being able to “become” Storm by assimilating Storm’s command of natural forces. The sequence then concludes by showing a different set of symbolic interactions between Storm and potential lover Forge. Forge, an incarnation of the de-mythifying power of science, accidentally brings about the eradication of Storm’s godlike mutant abilities. Because Storm does not know that Forge is responsible for her loss, she comes close to being seduced both by his virility and his state of wounded-ness (missing leg replaced by a mechanical substitute). When she learns of his culpability, she rejects any bond with him, except in the sense that she swears to overcome the state of abjection he’s forced upon her, promising that she will find a way to “fly” again, if only in a metaphorical sense.


Time will tell whether or not I will explore other potentialities in terms of their vectoral nature. If so, I would have to devise trope-names appropriate to the other three potentialities, since “deathmatch” and “deathblow” apply only to the kinetic.

Wednesday, March 17, 2021

DEATHMATCH AND DEATHBLOW


One of my title words sounds like the name of an Image superhero, and the other sounds like it might as well be one. But these are, for the time being, working titles for the tropes I discussed in GIVE-AND-TAKE VS. THE KILLING STROKE—neither of which names were ever more than provisional placeholders.




The trope I call “deathblow” subsumes two structurally related sub-tropes. One sub-trope represents the concentration of will/power in order for a megadynamic character to overthrow a character of far greater dynamicity, and in GIVE-AND-TAKE I cited the example of Odysseus and his men wounding Polyphemus in such a way to cripple, though not totally enervate, the Cyclops. The other sub-trope is practically the obverse of the first and concerns a character of superior dynamicity concentrating will/power to overthrow a character of lesser dynamicity. In the essay SELF-MASTERY MEDITATIONS PT. 3, I used the temporary term “reverse killing stroke” to signify both Classical examples like Dionysus’s destruction of Pentheus and pop-cultural examples like the Spectre hurling “the wrath of God” down upon lowly criminals.




The trope I call “deathmatch” is more unitary, and for most of this blog’s history it was the sole trope by which I defined the mode of the combative: that of roughly matched adversaries matching their respective forms of “might” against one another. In the essay ON MASTERING SELF-MASTERY I mentioned a variation on this form, that of the “indirect commander” who doesn’t usually contend with an opponent himself but has “henchmen” who do his fighting for him, which was the case with almost all of the Fu Manchu novels. But the “deathmatch” in all forms requires the opposition of roughly equivalent incarnations of dynamicity, as opposed to the “inferior vs. superior” and “superior vs. inferior” sub-tropes.



Now, in 1913’s THE ETHIC OF THECOMBATIVE PART 2, I wrote “One only proceeds away from the condition of ‘non-might’ by acquiring ‘might’ oneself.” But over the years I progressed away from the idea that megadynamicity was determined only by a certain level of physical power, and I allowed for the idea that the condition of “self-mastery” could be equally significant. In 1912 I rated Jack Burton of BIG TROUBLE IN LITTLE CHINA as merely “mesodynamic” because he wasn’t an extraordinary all-around fighter. However, in the series WEAKLINGS WITH WEAPONS I viewed Burton’s mastery of his “one good trick” as a factor that allowed him to enter the ranks of the megadynamic. Yet I would still disallow from those ranks many characters who conquer superior forces through the use of tricks that don’t indicate self-mastery, such as the folktale-kids Hansel and Gretel. By the same token, there are many examples of “superior force” that don’t connote self-mastery. The Spectre shows self-mastery whenever he punishes a mortal transgressor with some diabolical fate, but there exist dozens of monsters who reverse the Hansel and Gretel paradigm, luring hapless victims into traps but not really doling out well-crafted punishments. In fact, Freddy Kruger starts as this sort of subcombative ghost. But with the third installment the filmmakers begin to endow Freddy’s opponents with the ability to engage in oneric “deathmatches” with the evil spirit—. Oddly, it’s after that film that Freddy himself starts making more use of the “deathblow” trope.



And though it seems obvious to me, I should note at this point that "deathmatch" and "deathblow" are metaphors, and as such can apply to situations where no life is actually taken, or even truly threatened, as in the ONE POUND GOSPEL stories of Rumiko Takahashi, where the starring boxer is never in literal peril of losing his life.

Tuesday, April 28, 2020

SELF-MASTERY MEDITATIONS PT. 3


My application of the “killing stroke” trope to the combative mode may serve me in formulating an answer to one long and nagging theoretical problem: that of combative characters who are not overtly challenged by most of their opponents.

In THE SAD STORY OF SUPERHERO SADISM I mentioned that during the Golden Age characters like Superman and the Spectre (both, as all sagacious fans know, linked by the authorship of Jerry Siegel) only occasionally encountered opponents who could fight them in terms of “give-and-take” combat. Even other powerhouses of the period were given convenient vulnerabilities so that they could be placed into peril—said vulnerabilities ranging from a special weakness, like Green Lantern’s inability to influence wood, or something more generic, wherein a super-strong character like Wonder Woman could be downed by a blow to the back of her skull. At the time, my main rationale for still deeming Golden Age Superman and Spectre as combative heroes was that, even though their individual gangland-foes were no challenge, Crime as a Whole was a constant menace not to the heroes but to law-abiding innocents.

Now, as per my Cyclopean example, the “killing stroke” usually represents a weaker character’s attempt to marshal both skill and strength to overcome a more powerful enemy, usually in some appropriate way (a one-eyed monster is made to lose his only means of seeing his prey). But it’s occurred to me that if one reverses the valences of power in the killing-stroke paradigm, what one has is akin to “the curse of the gods.” Greek mythology in particular is replete with numerous stories of gods who strike impious mortals with curses that fit those mortals’ impieties. Lycurgus the reaper is made to reap his own kindred, Pentheus the foe of Dionysus ends up meeting being ripped apart by Dionysian maidens, and so on.


Again, while both of Siegel’s co-creations would have many fully combative adventures during and after the Silver Age, it’s important to point out that their combative status in the Golden Age doesn’t depend on the trope of the “back-and-forth” fight. Instead, Superman and the Spectre depend on a trope I choose to term “the reverse killing stroke.” In contrast to a relatively weak character who slays a more powerful entity via strategy, the practitioner of the “reverse killing stroke” is, like a Greek god, far more powerful than any of the mortals he blights. But, for the extrinsic sake of the story, this godlike hero can’t just destroy his criminal targets any old way. The superhero-god must use his power strategically, for the sake of imposing a divine irony upon the victim.

The second part of Superman’s debut story, retitled “the Coming ofSuperman,” shows the hero acting the part of a trickster-god. Once Superman ferrets out the identity of a nasty munitions-maker, obviously the Kryptonian could destroy or imprison the villain in any number of ways. But in order to make a good story, Superman badgers the fellow into joining the U.S, armed forces—at which point he’s forced to face the real-life conditions of the wars he’s fostered. To be sure, the hero allows this villain the chance to reform, but in other contemporaneous stories, the Man of Steel uses his power judiciously, in order to make the enemies of law and order destroy themselves.




The Spectre presents a more bald-faced evocation of the “wrath of God” motif, which may be one reason the character wasn’t especially popular in the Golden Age (nor have any subsequent treatments scored that well, with or without the emphasis on said wrath). Siegel didn’t seem to exploit the idea of the “reverse killing stroke” quite as artfully as he did in Superman, but there’s a little use of irony in the origin-story. After Jim Corrigan is slain by gangster Gat Benson and his two cronies, the heroic cop rises from the dead, empowered by the power of Heaven to war on crime. Not yet donning his crimefighting togs, Corrigan overtakes his murderers, and the first one to meet Corrigan’s gaze instantly dies. Not much irony there. Yet the second death is more accomplished. When the second thug fails to kill Corrigan with bullets, he unwisely tries to grapple with the dead policeman. He pays for this “impiety,” since touching Corrigan causes the thug’s flesh to dissolve, making him into a living skeleton for a few macabre seconds, before Corrigan decisively slays him. Curiously, the gang-leader Benson is spared, as Corrigan merely allows him to fall unconscious and to be arrested. In subsequent stories, some of the Spectre’s killing strokes had an ironic appeal, and others were nothing special. Arguably the Bronze Age series by Fleischer and Aparo exploited the gruesome potential of the concept to greater effect, in that the Ghostly Guardian consistently devised dooms for dastardly villains that would have fit the EC horror-anthologies.



So, can one call any aspect of these godlike punishments “self-mastery?” Certainly such “reverse killing strokes” don’t engage one’s sympathies in the same way as the normative killing-stroke. Nevertheless, Superman and the Spectre must be judicious in order to destroy evildoers in an ironically meaningful way, and this ties in with my general concept that self-mastery entails a form of self-limitation. Thus the killing strokes used by these heroes to deter criminals can be deemed a special form of strategy-combat, and thus qualify for the combative mode even without a lot of back-and-forth battles.

SELF-MASTERY MEDITATIONS PT. 2

I’ve only devoted three essays to the concepts of interiorization and exteriorization, but it seems to me that the concept of self-mastery is implicit within those essays. Here I’ll attempt to extend those nations into greater elaboration.

Interiorization is a narrative pattern in which a character literally or figuratively draws upon his inner resources or character in order to become a more imposing figure, be it Doctor Jekyll unleashing his evil side or Billy Batson summoning up an idealized adult persona. As should be evident from these two examples, this pattern can be subcombative as well as combative, and even the combative example, that of Captain Marvel, requires a little further analysis. Golden Age CAPTAIN MARVEL stories don’t overtly posit that the hero is the adult form of Billy Batson, but the Captain seems to enjoy no existence independent from that of Billy. Although Billy’s ability to summon his adult self needs to be jump-started by the “Shazam-lightning,” which confer the power of legendary characters upon the Captain, Billy’s own self is strongly implicated in the formation of the hero, and therefore this qualifies as a form of self-mastery.



In contrast, I’ve cites a number of examples in which great power is thrust upon this or that character, in such a way that no self-mastery can be adduced. My review of SCOOBY DOO AND THE SAMURAI SCHOOL provides a pertinent. The characters of Shaggy and Scooby Doo are meant to be much more ludicrous in nature than Billy Batson, but all three are roughly on the same level of dynamicity. It would not be impossible to imagine a situation in which Scooby and Shaggy gained great martial-arts skills through the use of some improbable crash-course. If Howard the Duck could do it, why not Scooby and Shaggy? But the writers of SAMURAI SCHOOL may not have wanted to diverge that far from the duo’s default characterization as lovable goof-ups. Thus the duo get samurai-powers thrust upon them by an outside agent, with no indication of self-mastery.



THE COURT JESTER is another film in which the release of interiorized energies is somewhat undermined by the principal thread of the narrative. While a spoof of the swashbuckler genre does not have to be subcombative, JESTER sets up its main character Hubert Hawkins to undermine that aspect of the genre. In the early scene Hawkins wants very much to be fighting on the front lines with the courageous resistance, headed by the vaguely paternal Black Fox. Instead, Hawkins is relegated to protecting the infant heir to England’s throne. Yet in a roundabout way this “maternal” activity puts him in the position to take the identity of jester to the evil king’s court, giving him the inside track by which the king’s forces are eventually defeated. Hawkins’s only deeds of physical valor come about when a witch puts a hypnosis-like spell on the jester, making him into a wizard with a sword. Now, though this sounds like the same process described in SAMURAI SCHOOL, the setup allows for an “out” in terms of self-mastery. Since at the outset Hawkins admires the heroism of the Black Fox, it’s not impossible to imagine that he has watched sword-duels even if he never personally achieved mastery with the blade. The witch’s spell could be seen as a jump-starting process like that of Shazam’s lightning, unleashing hidden in the hero abilities that he always possessed in utero. However, the script doesn’t shoot for an integration between Hawkins’s external and internal personas, for he loses his sword-skill when he’s snapped out of his trance, and when Hawkins does defeat his main opponent, it’s done through a stratagem that undercuts the swashbuckler genre’s trope of the dazzling climactic duel.



Possibly the most improbable representative of combative interiorization can be found in the deservedly obscure Italian comedy BLONDE IN BLACK LEATHER. In this very rough precursor to THELMA AND LOUISE, Claudia Cardinale plays an abused housewife who meets a motorcycle-riding free spirit, played by Monica Vitti. Vitti encourages the naïve Cardinale to desert her heavy-handed husband and to embark on a series of rambunctious adventures. During one exploit, a gang of seven or eight gangsters surrounds the two young women, intending to commit mayhem. Neither female has displayed any skill at fighting, but Vitti performs a sort of “hypnosis” on Cardinale, saying (more or less):

Your husband beat you, didn’t he? So do what your husband did, and beat them up!

The resulting fight shows Cardinale, with barely any help from Vitti, clobbering all the gangsters with basic fisticuffs. The farcical mood is very close to that of a Bugs Bunny cartoon, where the rabbit can pull any weapon or contrivance he wants out of thin air. BLACK LEATHER is very close to being this type of fantasy-farce. Yet the basic intent still seems to be that of validating the ability of “helpless” women to kick ass if they really want to, in contrast to JESTER, which seeks to undercut the appeal of extravagant ass-kicking.

The pattern of exteriorization occurs when a character creates or empowers some other entity, or entities, to do his fighting for him. Most robot-protagonists, ranging from Gigantor to Bozo the Iron Man, are obvious combative manifestations of this pattern. However, in TO BREAK OR NOT TO BREAK PT. 2 I devoted a great deal of space to showing why a big fight at the end of 1934’s BABES IN TOYLAND, between king-sized toy soldiers and some nasty boogiemen, did not result in a combative work of art. I did not invoke the idea of self-mastery in the essay, but I emphasized the notion that there was no purposive connection between the soldiers and their dimwitted creator Stannie Dum. He builds the toy soldiers, but his achievement comes about through dumb luck, not as a means of exteriorizing his own buried passions and/or talents.



I’ve remarked that in the earliest extant telling of the story of Aladdin, there’s no combat between the lazy youth and the evil lamp-swiping magician. Disney’s version of the story gives Aladdin more swashbuckler-like abilities, though much of the film emphasizes romance more than action, and the conclusion depends largely on Aladdin undoing Jafar through strategy rather than direct combat. A more inventive, albeit forgotten, iteration was offered by 1952’s ALADDIN AND HIS LAMP.  Here as well, Aladdin is a tough sword-fighter, so he doesn’t entirely need the genie to do all of his fighting for him. Indeed, the script works in the idea of both “obedient genie” and “disobedient genie.” Though the genie will grant his new master’s wishes, the genie will also try to kill Aladdin in order to win free from his service. Since Aladdin must be vigilant to counter the genie’s attempts at assassination, this supernatural creature is more like Mister Hyde than like the traditional obedient servant of the lamp-bearer. That said, the genie ends up serving his master through Aladdin’s self-mastery strategy. The film’s villain manages to steal Aladdin’s lamp, but doesn’t keep his guard up against the rebellious spirit and thus meets the doom that could have befallen the hero.



SELF MASTERY MEDITATIONS PT. 1

GIVE-AND-TAKE VS. THE KILLING STROKE proposed that these two tropes provided the principal narrative strategies through which authors have created the combative mode. In my earliest mediations upon the subject, I tended toward the view that the key manifestations of the mode were those narratives in which some clash of equal dynamicities transpired, usually at the story’s climax (as noted in PASSION FOR THE CLIMAX). But to some extent this view was a consequence of my over-emphasis on the mode of dynamicity, since it was 2013 that I formulated the complementary combinatory mode. That said, I still devoted considerable space on my blogs to narratives in which a concluding conflict failed to convey the dynamic-sublime, ranging from canonical artworks like MACBETH to pop-art creations like WORLD WITHOUT END.




I did allow for a major exception to the “combat-climax” proposition, and this was what I originally called the use of strategy. For instance, I viewed FORBIDDEN PLANET as a combative film even though its major dynamicity-clash takes place in the film’s middle. Rather, the Id Monster is defeated by a strategic move on the part of the heroic space-soldiers. I hadn’t coined the term “self-mastery” in this period, but it seems clear to me that this is what I was aiming for, in valuing this movie’s conclusion as combative even though the soldiers use “brain” more than “brawn.” That said, I would not have deemed comparable characters, like those of THE ANGRY RED PLANET, to be combative figures, given that they didn’t show any real penchant for “brawn.” And within the same period, I viewed that the 1953 WAR OF THE WORLDS film was not in the combative mode. There’s a major clash of dynamicities in the middle of that film as there is in FORBIDDEN PLANET. But the Martians aren’t defeated by either the brain or brawn of the Earthpeople, but by sheer dumb luck.



The trope of “the killing stroke,” as exemplified by Odysseus’ blinding of the Cyclops, still depends on a clash of dynamicities, but it’s one characterized less by an exchange of powerful blows than by one principal thrust, often at a more powerful opponent’s weak point. Arguably self-mastery, with the attendant idea of “digging deep,” takes a more concentrated form in this trope. In the GIVE-AND-TAKE essay, I pursued a similar logical path in my comparison of the protagonists of two works: the 1940 THIEF OF BAGDAD and Neil Gaiman’s NEVERWHERE. The denouements of both works involve the protagonist using a magical weapon to strike down a more powerful menace: Abu shoots the wizard Jaffar with a magic arrow and Mayhew stabs a big monster with a magic sword. But Mayhew exhibits no self-mastery, while Abu does so prior to shooting Jaffar, particularly in the young thief’s battle with a giant spider.



However, such distinctions become a little harder to make when the “star of the show” is the monster. For a monster-centric film to be combative, the monster’s opponents, while often forgettable as characters, must evince the quality of self-mastery in order for the work to qualify as combative. Two such examples, from very different periods of filmmaking, are 1955’s IT CAME FROM BENEATH THE SEA and 2010’s SHARKTOPUS. Yet it’s difficult to quantify what separates the climaxes of these films from those of, say, 1975’s JAWS and 1994’s TREMORS. It’s my conviction that even though these films have very violent climaxes, I don’t find either the trope of contending dynamicities or strategy informed by self-mastery. The triumphs of the monster-slayers in the latter two films are impressive—but just not “super-impressive.” And I make this judgment in spite of all the other literary factors that make TREMORS a better film than IT CAME FROM BENEATH THE SEA, and JAWS (pretty much without question) a better film than any latter-day shark-opus.

Next up: considerations of self-mastery’s effects on the patterns of exteriorization and interiorization.

Saturday, November 23, 2019

GIVE-AND-TAKE VS. THE KILLING STROKE

Might is an ability that is superior to great obstacles. It is called dominance [Gewalt] if it is superior even to the resistance of something that itself possesses might.-- Kant, CRITIQUE OF JUDGMENT.

Plainly, Kant, in formulating his linked concepts of "might" and "dominance," is never as concerned as I am with sussing out the diverse ways in which two mighty forces may contend to produce the sense of dominance. And at present I now see two major archetypal tropes by which fiction creates the sense of dominance, though to be sure I'm not claiming that the two tropes, that of "give-and-take" and "the killing stroke," are necessarily the only ones.

"Give-and-take" refers to the sort of battles in which at least two entities, both possessed of some analogous level of might, come to blows in some manner as to show that both characters can "dish it out" as well as being able to "take it." In my 2015 essay COMBAT PLAY PT. 4, I correlated the ideal of an equally matched battle as one that depended on the ethic of fair play, whether or not the two fighters both subscribe to that ethic:

 ...the notion of "fair play" becomes important within the sphere of fiction and fantasy, possibly more important than it can ever be in the real world of political negotiation and compulsion. In my own lit-critic cosmos, the ideal of "fair play" assumes the role of "self-limitation" that is, in Nietzsche's philosophy, occupied by "self-overcoming."

In the COMBAT PLAY series I already used images from a Jack Kirby bout between Thor and Ulik, so for variety's sake, this time I'll illustrate with scenes from an analogous fight between THE NEW GODS' hero Orion and his evil half-brother Kalibak:



However, the second archetypal trope has less to do with evenly matched combat than with a character, possesses of some level of personal might, who finds a weakness in a mighty opponent's defenses. In my 2012 essay MIGHT VS. DOMINANCE, I pointed out that in the 1940 THIEF OF BAGDAD the climax is not one of direct contention:

There is no one-on-one combat as such between the principal heroes and the principal villain in THIEF, as usually takes place in related adventure-films.  Earlier sequences show Jaffar triumphing over the heroes with his magic with no real contest, but when Ahmad and Abu join in flouting his forces with the help of a flying carpet, Jaffar seems to run out of magic and flees, only to receive the same fate most villains get even when they do engage in combat.



In this case, Jaffar is struck down by an arrow, sent from a bow wielded by the film's hero Abu. Some dialogue suggests that the bow's bolts cannot miss when they're aimed at "injustice." In some instances, such as that of Neil Gaiman's protagonist in the novel NEVERWHERE, I've cited examples where a "killing stroke" is brought about by a magic weapon wielded by a subcombative character. However, Abu's combative credentials should prove beyond reproach for most viewers, given the manner in which he overcomes a gigantic spider in an earlier scene.



It may be of some interest that both combative tropes take place in Homer's ODYSSEY. During the imprisonment of Odysseus and his men in the cave of the Cyclops, it's made abundantly clear that even as a group the mortals are unable to battle Polyphemus directly. Thus they come up with a way to wound him that also allows them to escape the cave.



However, should any reader doubt the pugnacity of Odysseus, the epic concludes with the traveler returning to his island home Ithaca, where he, his son Telemachus, and a few other allies decimate the ranks of Penelope's unwanted suitors, who are initially unarmed but who, during the onslaught, do manage to acquire weapons and are able to put up a fight before being slain.



I'll note for the time being that most of the "monster-slaying" films I discussed in the essay WEAKLINGS WITH WEAPONS PT. 3 depended on the monsters being slain in Cyclops-fashion, by some human being who uncovers an Achilles Heel. That said, I usually don't view such works as combative unless they've first depicted some "give-and-take" in which the monster withstands the onslaughts of conventional human weapons.