Behind the Science: Absolute Catwoman
I wanted to look at Selina’s movement and equipment together, because Absolute Catwoman gives her plenty of technology without making the person inside it irrelevant. A helmet can help her understand what’s happening. It still can’t make her muscles, balance, and timing somebody else’s responsibility.
In issue #3, she works out an attacker’s pattern while dealing with opponents whose masks make them appear like shadows. There are two problems happening at once: figuring out where somebody is and figuring out what they’re about to do. More information can help with both, but only if she can use it quickly enough.
Balance is a good place to start because we tend to talk about it as if it’s one talent. It’s really several systems working together. Vision gives information about the surroundings. The inner ear helps detect movement and orientation. Signals from muscles, joints, and touch help the brain keep track of the body’s position.
That means an acrobatic movement isn’t just “strong legs.” Selina needs to know where her feet are going, where her weight is moving, and how her body is rotating. She also needs to adjust when the surface or the situation isn’t what she expected.
A person can be strong and still lose balance. They can recognize the right move and still fail to execute it in time. Those are different limits, which is why simply giving an athlete a more powerful muscle wouldn’t automatically make every movement better.
Landing is another part comics can make look deceptively easy. The energy gained during a fall has to go somewhere when the body stops. Some can go into movement and deformation of the surface or equipment, but the body still experiences the forces involved.
Just to put a scale on it, an entirely hypothetical 60-kilogram person dropping three metres loses about 1,800 joules of gravitational potential energy. That is not Selina’s official weight or a measurement of one of her jumps. It’s an example of how much physical change can be hidden inside a quick panel of somebody landing.
How quickly that motion is stopped matters. Spreading a stop over more time and distance can reduce the average force compared with an abrupt stop. It does not make a dangerous fall harmless, and even a controlled-looking landing can overload bones, joints, or tendons. I wouldn’t take a comic landing as a stunt instruction.
Her equipment introduces its own timing questions. A system has to detect something, interpret it, and present useful information. Selina then has to act. Even a small delay can matter during fast movement. If a hypothetical person is moving at ten metres per second, a tenth of a second represents a metre of travel. That isn’t a measured delay in her helmet; it’s why delay matters at all.
And presenting more information isn’t always better. A display that identifies the important threat could help. One that fills her view with irrelevant warnings could compete with what she needs to notice. The useful question is whether the technology helps her make the right decision, not whether the display looks sophisticated.
I also wouldn’t describe identifying a fighting pattern as predicting every possible move. An opponent can change what they’re doing. A pattern is evidence, not a guarantee. Selina still has to adapt rather than letting the equipment do all of her thinking.
That’s the part of this version I wanted to dig into. The technology and the physical skill have to meet in the same moment. Knowing what’s coming is valuable. Having the balance, strength, and judgment to do something with that knowledge is another achievement entirely.
Behind the Science: Absolute Catwoman
· Behind the Science / DC Absolute Universe