Disclaimer: I have not watched the show, though I own a pdf of the Game being discussed (and have read a lot of it).
Cortex generally leaves flying through the air to descriptive effects. Got punched solidly? Then you fly through the air. For little damage? You land on a mattress. For coma-inducing stun-damage? You crash through a brick wall and break half the bones in your body.
Especially troublesome descriptions (flung out of the building and having to take time to get back to the fight) would be Complications that generate Plot Points.*
Getting back up? Use Second Wind to clear your Stun damage (non-lethal track).
Most rituals are covered with either Basic checks (extremely easy, for rituals; able to be done in one action) or Extended checks (typical; takes multiple actions but doing well can get it done quickly). Combined with the sliding Target Number of Cortex, you've got an extremely flexible ritual system for binding or banishing.
Physical binding is handled via various kinds of wresting, followed by opposed checks (there's an instance in the Sample Combat).
*Plot Points are the real heart of Cortex. They allow you to affect dice rolls, reduce damage, and manipulate the story (adding, subtracting, or altering elements to make the scene more interesting). They're the thing that keeps the game flexible and moving.
If you're familiar with Cortex then you know if this game is worth getting. If you are not (and you don't seem to be) then it's worth checking out the PDF.