This is great, if superhero books are destined to have fight scenes, you should really put this kind of thought into crafting them. Think about the size and shape of your panels and what they convey, how do you control the pacing of a scene with the amount and size of your panels, how do you convey motion and impact in a soundless, static storytelling medium. You know the reader reads left to right, you can make your action flow in that direction with your widescreen panels, you know how loud colors work or how effective contrast and negative space can be, all that shit. Really fun read.
I think impact is what Im trying to sell most. I hate it when you read a fight scene and it just doesnt connect; figures fly around the page, but theres no tension, no release. With this page, I had decided that last punch was the focus, as was the panel with the bullet being split. Therefore, the first two panels (which in theory could have been big action-y panels) are given less real estate on the page and made into smaller, less significant action beats.
To me, the important thing was what happens next: Moon Knights crazy line, the sniper about to fire, Moon Knight launching toward the sniper as he fires, etc. All those moments are given the same amount of space, they are a certain part of a sequence. The bullet split is a very important moment, but I thought it best to show restraint here and have it be a small, quiet moment (which is why its the shortest panel on the page), but given the same width, to prolong the tension. Then bam: Moon Knight knocks the sniper through the table. Establish the confrontation, heighten the tension, heighten it more, even more, then release.
I remember reading a criticism of Larocca on how he uses only widescreen panels and that always felt weird to me cuz -- yeah that guy sucks now but it's not because he uses wide panels, y'know? Guys like Shalvey and Parlov make it work just as well as a traditional grid.