anchor.diff:  		playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1) //using hit_kick because for some stupid reason slam.ogg is delayed
   		A.do_attack_animation(D, ATTACK_EFFECT_SMASH)
   		D.apply_damage(15, STAMINA)
  -		D.Paralyze(20)
  +		D.Paralyze(30)
   		D.Knockdown(80)
   		log_combat(A, D, "slammed (CQC)")
   	return TRUE
  
positive.code: 			A.visible_message("<span class='danger'>[A] relaxes their grip on [D].</span>", \
  								"<span class='danger'>You relax your grip on [D].</span>") //visible message comes from attacker since defender is unconscious and therefore can't see
  		else
  			if(A.grab_state)
  				A.grab_state = min(1, A.grab_state - 1) //immediately lose grab power...
  				if(!A.grab_state || prob(BASE_GRAB_RESIST_CHANCE/A.grab_state)) //...and have a chance to lose the entire grab
  					A.visible_message("<span class='danger'>[A] is put off balance, losing their grip on [D]!</span>", \
  
negative.code: /**
    * CQC slam combo attack
    *
    * Basic counter that causes 15 stamina damage with a 3 second paralyze and 8 second knockdown
    */
  /datum/martial_art/cqc/proc/Slam(mob/living/carbon/human/A, mob/living/carbon/human/D)
  	if(!can_use(A))
  