That's definitely an improvement in adding some interest to the motion, but the arc seems to be a bit too straight at the beginning (coming from the straight throw). It might be worth it to give some sort of a hint as to *what* she is actually throwing (i.e. a spear, a ball of energy, or what?) to get a better idea of its weight and trajectory (and thus be able to give us a better idea of what we're seeing too and why its trail seems to be wobbling at the end or why the arc suddenly jerks so quickly back to the spot where she falls).
Also, I won't say that the fall is too fast (but there is no clearly-visible anticipation before the heavy fall), however I will say that there needs to be some delay before the rainbow energy shoots up to make up for that lack of anticipation (and to make the rainbows look like they've got *some* sort of impact -- assuming this is an attack of course.) To help with this "impact" or give a sense of danger, you could apply some variation in the lengths or angles of the rainbows coming from the ground. If they're all supposed to be equally dangerous, then you might want to make them all end up at the same height (but maybe vary their widths).
Regarding the shadow/snake guy, it's hard to follow what's happening with the (our) right hand as it's turning so it's throwing off the impression that she's turning around. Perhaps have the dark glove lag behind a little bit when the snake is behind her head and see if this helps the impression of her turning. You could also have the dark glove cross in front of the shirt too and poke out of the silhouette a bit to help with the impression. Either way could work.
Hope this helps!