A proper way to handle this would be the hero catching them and then immediately rolling a ton of times while still in the air, turning the downward velocity into angular velocity and gradually reducing the momentum. The person may still pass out from the g forces, but they won’t be a pancake.
Another way that works is just to catch them on a downward tangent to their current fall trajectory, but rapidly slowing down and then turning back up. It means your scenario has to have enough vertical space to perform this maneuver, but not necessarily a lot–even a very small downward deceleration will turn death into bruises, because it’s like falling into padding.
A proper way to handle this would be the hero catching them and then immediately rolling a ton of times while still in the air, turning the downward velocity into angular velocity and gradually reducing the momentum. The person may still pass out from the g forces, but they won’t be a pancake.
Another way that works is just to catch them on a downward tangent to their current fall trajectory, but rapidly slowing down and then turning back up. It means your scenario has to have enough vertical space to perform this maneuver, but not necessarily a lot–even a very small downward deceleration will turn death into bruises, because it’s like falling into padding.
Only the “speed force” or maybe Pym Particles can counteract inertia like that