Grrl Power #1270 – The fall grrl
Yay! Back to Sydney and crew!
A few quick explanations. Sydney is practicing keeping the orbs off to the side somewhere as there will probably be situations where they can get in the way while orbiting her head. Such as sparring. She loses concentration when she starts fronting on Seneca, which is why they float back to orbit her. I didn’t feel like there was a good place to put that information on the page without breaking up the flow, so, in the comment it goes.
She should probably be keeping them like, ten feet to her left, and not sitting on the ground. Landing on a totally inflexible ball would suck. Imaging getting into a fight in a bar and you get flipped and land kidney first on a cue ball. That would leave a bruise.
Second, I didn’t forget her glasses. She’s obviously not going to wear them while sparring, even if they’re super tough space tech. Getting those nose pads smashed into your nose… sides (no idea if there’s an actual name for that part of the nose) would probably leave you with a considerable snore. And, you know, general pain.
Thirdly, I’m trying out a few things with the art in an effort to speed things up just a bit without compromising too much. Most notably I’m trying to cool it just a bit on the depth of the color shading. I went back and read a bit of the comic and hit that part where they’re discussing starting up the dungeon project. I did totally flat colors there because I was just sick enough that I could work, but my already abysmal speed was halved or worse. Totally flat is too flat. I don’t think two-tone cell shading will satisfy me, so this page is 3-tone. Flat, shadow, highlights and some blending in between. I think I’ll up it to maybe a 4-tone – basically this with some dark ambient occlusion shadows added in. Then we’ll see how long I can maintain that before I start adding in more and more shading again.
I also colored my pencils instead of inking, but I don’t think I’ll keep doing that. Cleaning up the pencils probably took longer than just inking them. I think the line weights are a little more varied this way, but it’s probably barely noticeable to most people.
Oh, the golf clap (hopefully that’s legible) in panel 5 isn’t for the throw, it’s for Jabber bending over like she does. She’s flexible and doesn’t mind people looking at her butt, so why not?
The new vote incentive is up!
Oh no! Superheroines in a deathtrap! Well… a tickle trap. Okay, not trapped, trapped, but… look, three of the girls are getting tickled. Actually, in a way, seven girls are getting tickled since the other four Harems will feel this as well, but technically it’s only the three shown in the picture since Harem insists there’s only one of her – it’s just confusing since she can be in 5 places at once.
As you can probably imagine, Patreon shows what happens if they laugh, and also has a comic revealing who is behind this nefarious situation.
Double res version will be posted over at Patreon. Feel free to contribute as much as you like.
i have a question… How does the slow/feather fall passive affect her getting thrown like that? We see she was thrown onto the ground with a whump, but is it because she was thrown full contact all the way? At what point does it consider her “falling” and activate?
Makes it impossible for Jabberwocky to kill Sydney with a throw. But that doesn’t mean Syd won’t feel it featherfall should only kick in at terminal velocity
That doesn’t sound right, if it only kicks in at terminal, that’s 1,500 feet of falling damage she can still take. I acknowledge not immediately, but terminal seems way to late.
I would say it messes with her terminal velocity. Namely, it reduces it to a level she can survive.
Like, terminal velocity is the maximum speed you can reach from falling, where your only source of acceleration is gravity and your only source of deceleration is air resistance, yes?
Not just “survive”. It reduces her terminal velocity to something she can easily land from without any serious injury. Considering training is generally limited to velocities you can easily land from without any serious injury, it either doesn’t activate at all or barely does anything.
It doesn’t just kick in at terminal velocity. It was kicking in even when she was just jumping around, remember?
https://www.grrlpowercomic.com/archives/comic/grrl-power-947-mass-spec-ulation/
(boing!)
We didn’t see the beginning of the training session.
During the first toss, as Sydney is drifting to the floor, she’d be extremely vulnerable to additional punches and kicks.
Jabberwocky would probably ask her to turn it off so that she could train her properly.
The ‘pause’ is probably in the flight ball. She better turn it back on afterwards!
“I don’t think two-tone cell shading will satisfy me, so this page is 3-tone. Flat, shadow, highlights and some blending in between. I think I’ll up it to maybe a 4-tone – basically this with some dark ambient occlusion shadows added in.” THOSE ARE ALL WORDS!