Method skeleton
- 01Fix a character sheet
- 02Unify motion rhythm and shot grammar
- 03Repeat material, line, and color rules
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Skill · Creator method
A recurring animation style and character consistency method derived from 4 published cases by mayv@簡単プロ級プロンプト公開中!.
Method skeleton
Creator evidence
Case evidence
An epic high-fantasy anime battle prompt set in a rainy magical city. It includes complex visual effects such as multiple magic gates and beam attacks against a giant dragon, with an emphasis on cinematic quality and 3D toon-rendered aesthetics.
Prompt
High-quality anime footage. Dense 3D toon / cel look. Feature-film-level key animation, refined compositing, translucent lighting, and richly detailed background art. The setting is a magnificent magical city wet with rain. Depict it as a cinematic high-fantasy action RPG. The character from the reference image fires continuous beams from a main gate opened in front of them and from multiple converging gates opened around them, then finally defeats a gigantic black dragon in slightly overkill fashion with a simultaneous full volley from all gates. [Reference Character Lock] Use the character in the source reference image as reference and maintain them as the same person. Use the reference image only for the character’s face, eye shape, iris color, hairstyle, hair color, outfit, ornaments, physique, silhouette, atmosphere, and character colors. Do not reproduce the background, room, furniture, pose, camera angle, or framing of the reference image itself. Only the expression, gaze, mouth, pose, breathing, and natural movement of hair and clothing may change. Mixing features, averaging the face, changing the outfit, turning them into a different person, cloning them, or adding extra people is prohibited. Keep the equipment and accessories shown in the reference image, and do not arbitrarily multiply them or add different gear. The attack must always come from gate groups in front of the character’s palms, not from waist equipment or small items. [Character Adaptation Rules] Keep the fixed scene content and battle progression, but adjust the background decorations, props, magical motifs, color tones, glow colors, and atmosphere to match the reference character. While keeping the city’s basic structure fixed as a magnificent stone-built magical city, bring the balustrade designs, magic lamps, waterways, crystal pillars, patterns, mist, and reflection colors closer to the reference character’s world and colors. Rebuild the beams, gates, explosions, particles, and floor reflections around the reference character’s signature colors. Prioritize colors that enhance the character’s appeal, and keep the background one step darker so the protagonist does not get buried. [Fixed 3D Style] Maintain a delicate cel look throughout. Use thin lines, clear two- to three-step cel shading on the face, hair, and outfit, plus translucent midtones. Add multilayer highlights to the eyes and hair. Distinguish fabric, leather, metal, gems, wet stone floor, glass, and puddles with different reflections and roughness. Only the magic should use high-luminance graphic anime VFX, volumetric light, additive glow, refractive waves, and directional motion blur. Do not use thick black outlines, flat single-layer cel shadows, generic 3D faces, low-density backgrounds, semi-realism, or mixed art styles. [Fixed Protagonist and Enemy] The protagonist is on the left side of the screen, and the enemy is on the right. The protagonist spreads both legs, bends the knees, keeps their center of gravity over the rear leg, and opens one palm toward the dragon’s chest. The other hand may support that arm or wrist. Make the connections between palm, wrist, elbow, and shoulder readable, and do not hide the entire arm too much with the gate. Recoil travels continuously through the wrist, shoulder, waist, and supporting leg, while the hair, clothing, and ornaments stream backward with a slight delay. The enemy is only one gigantic black four-legged winged dragon on the right side. It is about four times the protagonist’s height. It has one head, two horns, two eyes, four legs, one pair of left and right wings, and one tail. The impact point is fixed at the center of the chest. Do not create extra heads, legs, wings, or tails. [Setting and Camera] The setting is a broad stone magical boulevard jutting into the air within a gigantic magical city after rain. Place wet stone slabs, shallow puddles, old cracks, magical metal balustrades, surrounding magic towers, spires, arch bridges, aerial corridors, floating small towers, giant crystal pillars, magic lamps, glowing waterways, and low mist. Adjust these motifs and glow colors to match the reference character. Keep the protagonist on the left and the black dragon on the right, and make the main gate center, each sub-gate, the beam axes, and the black dragon’s chest converge onto the same attack line. The camera starts with a gentle close-range arc movement where the face is readable, then shifts to a low rear three-quarter wide shot through an occlusion wipe where the gate’s arc covers the lens. During the lateral move along the beams, make the balustrades, raindrops, floor patterns, puddle reflections, and floating lights flow at different speeds, briefly push the camera back with the impact pressure, and move in quietly only when the smoke opens. Do not use purposeless circling or random camera shake. [Attack Progression] At the start, the main gate forms in front of the protagonist’s palm. It is made of two to four layers of incomplete concentric-circle gates, with each ring separated forward and backward and counter-rotating at different speeds. Short tick marks, radial lines, and electric light gather toward the firing axis; the light in the palm pulses three times, and on the third pulse the rings compress. At the same time, multiple sub-gates also appear one after another around the protagonist. Place them above the right shoulder, behind to the upper left, overhead in front, in front of the side, overhead behind, and so on, surrounding the protagonist with depth differences. They are numerous but organized, divided into foreground, midground, and background. Always keep the face and both eyes readable, and do not completely hide them with rings. For the first attack, fire a thick high-output beam from the main gate. Build the core, outer shell, mid-layer, and edge colors from the reference character’s signature colors, and do not make it a thin rod. Immediately afterward, the surrounding sub-gates fire in sequence with time offsets, continuously striking the center of the black dragon’s chest. Each beam is thick enough to push rain, mist, and water droplets outward. The black dragon’s chest scales are driven inward, its front claws scrape the wet stone floor, and the impact transfers with delay to the wing membranes, neck, and tail. Thick reflection bands matching the protagonist’s signature colors run across the floor. [Overkill and Defeat] After the continuous barrage, all gates recompress to maximum output. The protagonist remains braced at the lower left with the palm fixed, and all surrounding sub-gates also aim at the same impact point. All gates, including the main gate, fire simultaneously in the same frame, and multiple extra-thick beams concentrate on the center of the black dragon’s chest. Each beam maintains its thickness, luminance, and axis, with compressed waves running inside. In the same frame where the final compression wave reaches the chest, completely erase all beams from the firing ports to the impact point. Leave no thin afterglow. At that instant, a white-hot core appears at the center of the chest, and a local hemispherical shock dome swells once and tears open. From there, a giant flame-like magical explosion based on the reference character’s signature colors erupts three-dimensionally upward and to both sides. Develop sharp flame tips, thick volumetric light, transparent refractive waves, thin electric light, and outward speed lines with depth differences. Glowing cracks run through the wet floor, and water, steam, black scales, and stone fragments blast outward. Immediately afterward, gray smoke and black scales overlap the foreground, completely hiding the black dragon’s entire body. When the center of the smoke splits open, the black dragon is kneeling with the chest impact point facing the viewer. Magical cracks corresponding to the protagonist’s signature colors spread from the center of the chest through the whole body; black scales unravel into ash from the wingtips and tail tip, turning into fine glowing particles. The wing membranes, wing bones, tail, four limbs, torso, neck, and head collapse in sequence, and finally the magical core in the chest, the horns, and the light in both eyes shatter into particles; the body, shadow, and even the floor reflection disappear completely. Do not leave a corpse. The ending is a single battle-result image. Leave the protagonist in the foreground left, and in the background right only the empty wet road surface where the black dragon had been, plus fading ash and glowing particles. The protagonist keeps their guard up while slightly lowering the palm, and the hair and clothing settle with their breathing. Cut the moment the final particles rise and the black dragon’s shadow and reflection have completely disappeared. [Critical Breakdown Prevention] No text, subtitles, logos, watermarks, or UI. Do not let the beams become thin lines, be too brief, fade midway, explode too early, beam
A highly detailed cinematic animation prompt for an intense 3D toon/cel-style action RPG sword duel, featuring floating swords and precise character interaction.
Prompt
High-quality anime footage. A high-speed sword fight from a cinematic action RPG in dense 3D toon/cel look. Feature-film-level key animation, high-quality compositing, clear translucent lighting, and dense background art. In a short 8-second clip, densely connect an onslaught of floating swords, defense, evasion, counterforce, encirclement, and maximum-impact collision. 【Reference Images and Fixed Characters】 @1 is the first person, the reference image for Character A. @2 is the second person, the reference image for Character B. Refer to the characters in the source reference images and maintain each as the same person. Use the reference images only for the characters’ faces, eye shapes, iris colors, hairstyles, hair colors, outfits, accessories, physiques, silhouettes, atmosphere, character colors, and weapon designs. Do not reproduce the background, room, furniture, poses, camera angle, framing, text, or split layout of the reference images themselves. Both characters remain the same person and same character identity throughout. Only their expressions, gaze, mouth shape, posture, breathing, and natural hair and clothing movement may change. Do not create feature mixing, averaged faces, swapped hair colors, swapped outfits, swapped weapons, physique changes, different-person transformation, cloning, duplicates, or additional people. 【Automatic Adjustment of Worldview and Setting】 Keep the battle content, positional relationships, movements, power dynamics, number of swords, and camera structure fixed. Redesign only the background, props, architectural style, floor material, weather, lighting, color tone, particles, and environmental effects to match the character designs of @1 and @2. Create a new unified cinematic battle stage where both characters can naturally exist, based on their outfits, accessories, weapons, materials, patterns, signature colors, and motifs. Choose the most suitable setting from options such as an academy city, palace, temple, garden, fantasy city, industrial facility, or near-future space. However, do not directly copy the backgrounds from the reference images. Place contact expressions appropriate to the worldview on the floor, such as reflections, water droplets, dust, snow, petals, sparks, or magic particles. Use only props suited to the stage, such as railings, pillars, glass, trees, mechanical structures, magic devices, or glowing lines. Make the background one level darker than the characters, keeping faces, silhouettes, and sword trajectories clear. Use Character A’s signature color for the attacker’s key light, floating-sword aura, and slash afterglow. Use Character B’s signature color for defensive light, counterattack afterglow, and fill light. Keep the two colors separate and clearly distinguishable. 【Fixed Visual Style】 Thin, delicate colored outlines. Clear two- to three-step cel shading and translucent midtones on faces, hair, outfits, and weapons. Eyes have multi-layered highlights; hair has delicate strand definition; outfits are drawn in high density with details present in the reference images, such as embroidery, lace, armor, chains, jewels, and metal fittings. Render cloth, leather, metal, jewels, glass, and flooring with different reflectivity and roughness. Do not use thick black outlines, flat single-layer cel shading, simplified TV anime, generic 3D pretty-girl faces, plastic CG, low-density backgrounds, semi-realism, live action, dull colors, or mixed art styles. Do not copy the art style of the reference images; unify everything into a dense 3D toon/cel look. 【Fixed Weapons】 Character A uses one handheld katana and four floating katanas hovering around the body. The floating katanas are positioned to surround A above, below, left, and right. Character B uses one handheld katana. The total number of katanas in the entire video is fixed at six. Even if the weapons in the reference images are not katanas, redesign them as katanas that inherit the colors, materials, designs, ornaments, and motifs of those weapons. Each floating katana is a complete single katana with blade, guard, and hilt connected. Only during attacks do they move along clear flight paths, and after contact or evasion they return to A’s surroundings. Do not multiply, disappear, fuse, transform, or add extra katanas. Do not make only the tip or blade rotate independently. Handheld katanas are held only by the hilt; do not grip the blade with the hand. 【Floating Sword Effects】 The four floating katanas carry a thin flame-like, mist-like, particle-like, or lightning-like aura centered on Character A’s signature color. The expression type should match A’s worldview, but it must always cling closely to the blade. They leave short trails in the direction of movement and must not become huge independent lasers or separate beams of light. Slash afterglows appear as curved afterglows attached closely to the sweep plane of the katana. 【Power Dynamics】 Character A is the higher-ranked fighter, calmly controlling the initiative. A controls the four floating katanas with staggered timing while also advancing with the handheld katana. Character B deflects, dodges, parries, and attempts to counter the onslaught with high sword skill, but is gradually pushed back as the directions of attack change continuously. Maintain asymmetrical movement where only A advances and only B retreats. 【Camera】 Do not use a fixed side view. Use a diagonal low angle through the floating katanas, over B’s shoulder, close range at the contact point, a roughly 60-degree orbit around the contact point, and a diagonal low-altitude camera closing in on the final collision. Use floating katanas passing in front of the lens, environmental particles, splashes bouncing from the floor, and sword light as short occluding wipes. The camera and background rotate; do not rotate the characters meaninglessly. 【8-Second Action Structure】 Cut 1: Start with the four floating katanas stationary above, below, left, and right of A. The camera passes between two floating katanas from a diagonal low angle, showing A’s face, upper body, ornaments, and handheld katana. A advances quietly, locking onto B with only the gaze. Immediately after, the upper-right floating katana accelerates and flies diagonally toward B’s left shoulder opening. Cut 2: Over B’s shoulder. B uses a two-handed katana to deflect the first floating katana outward at a single contact point between the centers of the blades. Metal sparks, magic sparks in both characters’ signature colors, environmental particles, and counterforce appear. The deflected katana arcs back toward A’s surroundings. Next, the second katana from the lower left skims just above the floor, and B drops low to evade it by a hair. The third katana from the upper left descends diagonally from above, and B turns the katana back to parry it. Cut 3: From behind an occlusion of environmental particles, show A from a diagonal front angle. A steps in without stopping and slashes upward from lower right to upper left with the handheld katana. B blocks while retreating. At the instant the two handheld katanas contact at a single point, the lower-right floating katana enters from B’s side. B pulls the shoulder back to dodge, but the posture drifts sideways. A slides off the contact and releases it, then steps deeper inside B’s range. Cut 4: The camera orbits roughly 60 degrees around the contact point. B uses the counterforce to launch a return slash, but one of A’s floating katanas contacts from the side and diverts B’s katana upward. A swings the handheld katana downward from upper left to lower right. B blocks in a hurry, but the footing slips and B is pushed backward. The remaining three floating katanas spread to B’s left, right, and above, forming an encirclement composition that narrows the escape routes. Cut 5: Diagonal low-altitude camera. A advances in the left foreground, while B is driven back in the right background. B steps in for a final counterattack. A also keeps advancing and launches a rising slash from lower left to upper right. The two handheld katanas form a clear X shape at a single central contact point. One floating katana adds extra pressure from the side onto B’s blade, while the remaining three take their next slashing stances around them. A’s attack color and B’s defense color rise separately, forming a huge two-color X-shaped color plane outside a narrow white-hot core at the center. Radial shockwaves, environmental particles, steam, and sparks spread outward. B’s rear foot slips, the knee sinks, and both arms and shoulders
A detailed cinematic prompt for creating a high-quality anime video sequence featuring a character in swimwear at a luxury resort. The prompt emphasizes character consistency, smooth camera movement, and a refined fashion PV aesthetic.
Prompt
High-quality anime video. Refer to the character in the source reference image, and strictly maintain them as the same person throughout the entire video. Use the reference image only to preserve the character’s face, facial outline, eye shape, iris color, hairstyle, hair color, hair volume, outfit, accessories, physique, body proportions, silhouette, atmosphere, and character colors. Do not reproduce the reference image’s background, room, furniture, pose, expression, camera angle, or framing. Only the expression, gaze, mouth, pose, breathing, and natural movement of the hair and outfit may change. Mixing features, averaging the face, changing the hairstyle, changing the hair color, swapping the outfit, losing accessories, changing the body type, turning the character into a different person, cloning, and adding extra people are prohibited. Throughout the entire video, consistently maintain the highest-quality anime expression best suited to the character in the reference image. Use a delicate hand-drawn anime style as the base, with fine lines, elegant transparent colors, and soft, premium anime-style rendering for the skin, hair, fabric, and accessories. If the reference image has a bright mood, make it fresh and airy; if it is calm, lean toward an elegant and quiet direction. However, keep the art style itself consistent, and do not use thick outlines, low-budget TV anime style, semi-realism, live action, plastic-like CG, an excessive 3D feel, or mixed styles. Keep the setting fixed throughout the entire video as a bright outdoor luxury resort space. Maintain white architecture, blue sky, an open terrace, parasols, distant palm trees, and soft daytime natural light as the basic composition. The background should be fresh and bright, with light bokeh and depth so the person appears as the main subject. Preserve the structure of the place, the outdoor resort setting, white architecture, blue sky, terrace, parasols, and palms. On that basis, naturally adjust only the parasols, cushions, flowers, table props, decorative cloth, reflected light, and accent colors in the background to match the reference character’s colors, outfit color scheme, decorative motifs, and personality. The background should remain a supporting element that enhances the character and should not stand out more than the person. Do not change it to a different location. This video is not a strict recreation of the original video; it should keep the same fresh atmosphere while redesigning the camera work into a social-media-ready style that makes the body look attractive. Exact reproduction of expressions is unnecessary, but the face must remain clearly readable throughout. Include multiple face-reward moments where the face, eyes, cheeks, and mouth are clearly visible. Expressions should match the character’s original mood, mainly using a natural soft gaze, slight smile, subtle shyness, or a modest calm smile. The video begins with a medium shot visible down to the thighs. The character faces slightly three-quarters, in a composition where the legs, waist, chest, shoulders, hair flow, and main outfit decorations can all be read at once. From the start, the camera enters with a slightly energetic, smooth forward and diagonal movement, pleasantly tracing upward from bottom to top so the eye flows from the thighs to the waist, chest, shoulders, and face. However, do not leave the face behind; secure enough time for the face and eyes to be clearly visible. The character naturally raises both hands from below. The hands should not hide the face; they rise while passing in front of the thighs, waist, and chest. The fingertips are softly open and relaxed. In sync with that movement, the camera combines a slightly faster slide, light push-in, and shallow orbit to show the body line, outfit structure, decorations, and hair flow one after another. When the hands pass close to the lens, they may create light foreground bokeh, but the face, eyes, cheeks, and mouth must always remain readable. Do not let the hands hide the face for long. The camera is not fixed front-on; it quickly and shallowly orbits left and right as if gliding across the front of the character, showing the thighs, waistline, chest details, shoulders, nape, profile, flowing hair, and outfit decorations at a good tempo. It has momentum but is not too rough, preserving elegance. Occasionally use a slightly lower viewpoint looking upward to show the leg length and the beautiful line from the thighs to the waist. As needed, briefly move from a medium shot visible down to the thighs into a chest-up close shot, then return to the thigh-level medium shot. Create a social-media-ready rhythm through changes in camera speed. In the middle section, compose the sequence so the eye flows from the chest to the hands, from the hands to the hair, and from the hair to the face. Any movable elements present in the reference image, such as hair, skirt hem, coat hem, ribbons, lace, and accessories, should sway softly half a beat behind the body’s movement. The character slightly twists their shoulders, lightly shifts their weight onto one leg, and stands in a way that naturally and beautifully shows the body type and outfit silhouette. Prioritize a refined way of showing the body like a fashion video rather than big acting. Somewhere in the middle section, include a shot closer to chest-up, showing the face and eyes clearly from a more front-facing angle. In the final section, you may use a flow where both arms rise upward, but the camera should not pull back to show the full body. While maintaining a range from a medium shot visible down to the thighs to a chest-up close shot, use a slightly faster diagonal rise, light orbit, and short push-in to beautifully show the shoulders, arms, chest, waist, thighs, hair spread, and main decorations. Prioritize the face reward at the end. The camera naturally moves in from chest-up to bust-up, and the character looks toward the camera from a near-front angle. In the final moment, the character looks at the camera and shows a natural small smile that suits them. The eyes are bright, the cheeks soften gently, and the mouth smiles elegantly. End on the moment when that camera-facing smile looks most attractive. Overall, the camera should not move slowly and observationally; it should follow the person slightly quickly, smoothly, rhythmically, and pleasantly in order to frame them attractively. Make it fresh and elegant, slightly like a fashion PV, bright, refined, and social-media-ready. No text, no subtitles, no logo, no watermark, no extra people, no clones, no collapsed face, no changes to eye shape or iris color, no multiplication of hands, arms, or fingers, no outfit changes, no missing accessories, no hairstyle changes, no hair color changes, no body type changes, no ending pulled back to full body, no hand movements that hide the face for long, no camera that stops abruptly, no stiff standing pose, no background location change, no mixed art styles.
An extremely detailed anime battle prompt set in a futuristic city, covering camera angles, character consistency, and rhythmically choreographed combat.
Prompt
High-quality anime footage. A high-speed sword battle for a cinematic action RPG set in a near-future academy city, rendered in dense 3D toon/cel look. Feature-film-level key animation, high-quality compositing, translucent lighting, and highly detailed background art. @1 is calm and overwhelmingly superior; @2 is a challenger relying on speed and number of attacks. Connect attack, parry, counterattack through reaction force, and maximum collision without interruption. [Reference Images and Character Lock] Interpret the @1 reference image and **@2 reference image as two separate people. Use the reference images only to maintain the face, eye shape, iris color, hairstyle, hair color, outfit, ornaments, physique, silhouette, atmosphere, character colors, and existing weapon design. Do not reproduce the background, room, furniture, text, split layout, pose, composition, angle of view, or framing from the reference images. Throughout the entire sequence, each of the two remains the same individual, same person, same character identity. Only expressions, gaze, mouth shape, posture, breathing, and natural movement of hair and clothing may change. Averaging facial features, mixing traits, swapping hair colors, swapping outfits, swapping weapons, turning them into different people, cloning, duplicates, or adding extra people is prohibited. Extract each person’s main color, secondary color, accent color, material feel, decorative motifs, and worldbuilding from the reference images, and use them from then on as @1's unique colors and @2's unique colors**. Do not swap colors between the two. Redesign the background, props, glowing guide lines, floor reflections, air, steam, lighting, and effects so they harmonize with the two characters’ outfits, ornaments, personalities, and worlds while maintaining the fixed stage structure. However, do not change the flow of the fight, positional relationships, points of contact, or camera order. [Fixed Art Style] Thin, delicate colored outlines. Clear two- to three-level cel shading and translucent mid-shadows on the face, hair, outfit, and equipment. Use the unique colors from the reference images in clear high saturation, with multilayer highlights in the eyes and hair. High density down to the face, hair strands, embroidery, ornaments, metal, gems, and weapon fittings. Distinguish fabric, leather, metal, gems, wet floor, and glass with different reflections and roughness. Use each person’s unique colors in the key light and shadow colors, and keep the background one level darker than the characters. Do not use thick black outlines, flat single-layer cel shadows, simplified TV anime, generic 3D pretty-girl faces, more mature-looking designs, smooth plastic CG, semi-realism, realism, low-density backgrounds, muted colors, or mixed art styles. [Stage and Atmosphere] A rain-washed near-future academy city, a wet rooftop training ground at dusk. Glowing guide lines, colored reflections on the floor, high-rise school buildings, glass walls, city skyline, thin steam. No one is present except the two characters. Architectural ornaments, floor patterns, handrails, lighting fixtures, training equipment, and abstract patterns in distant ads should be matched to the motifs of the reference characters, but no text, logos, or UI should appear. [Camera] Instead of a fixed side view, use, in order: a low three-quarter angle close to the floor following @2, an oblique front view above @1’s chest, an over-the-shoulder view from @1, a roughly 60-degree orbit around the point of contact, and a low diagonal aerial camera closing in on the final collision. The camera and background rotate; do not rotate the characters pointlessly. [Fixed Weapons] Each of the two holds only one sword, two swords total. If a weapon appears in a reference image, maintain its shape, length, decoration, and color scheme; if it is not a sword, redesign it as a single sword that inherits that design language. Fix the number, blade, guard, hilt, sheath, and tassel connections across all cuts. Hands grip only the hilt behind the guard. Move the blade, guard, and hilt as a single weapon from the shoulders, elbows, waist, and support leg; do not rotate only the blade or tip. @1 holds the hilt near the waist with the right hand only at the moment of parrying, and uses the left index finger. @2 holds the sword with both hands. [Movement] Cut 1: Start from the moment when **@1's unique-colored horizontal slash light at the end of the previous clip crosses in front of the lens. The light is a curved afterglow attached tightly to the sword’s sweep plane, not an independent laser. Once the light passes, the camera connects to a low three-quarter position behind @2’s left side, close to the floor. @2 kicks off the wet floor with the left foot and delivers a diagonal downward slash from upper right to lower left toward @1’s right shoulder with a two-handed sword. Water droplets, hair, and cloth lag and stream opposite the direction of acceleration. @2's unique-colored** sword light covers the lens, becoming an occluding wipe into the next close-range cut. Cut 2: When @2's sword light passes, show **@1 from an oblique front view above the chest. @1 does not retreat a single step and remains expressionless. With the right hand holding the sword low, form only one thin @1 unique-colored hexagonal defense plane in front of the left index finger. @2's slash hits the single point of contact at the center of the defense plane, synchronizing a localized flash, hexagonal ripples, and @2 unique-colored sparks. When @1 flicks the finger and wrist a few centimeters outward, the entire defense plane tilts, deflecting @2's trajectory about 45 degrees upward from outside @1's shoulder. Reverse reaction force returns into @2**'s arms, shoulders, and waist, and the support leg steps again. The camera follows the deflected trajectory with a whip pan. Cut 3: At the end of the whip pan, enter **over @1's shoulder. @2 uses the returned reaction force, pivots once on the left foot, flips the waist, and makes a low return slash. @1 returns the left hand to the hilt, receives the strike at a single point between the centers of the blades, then after a short hit stop, slides along the contact surface and knocks @2's sword upward and outward. Immediately, @1 steps into range and counters with an @1 unique-colored rising slash from lower left to upper right. The camera orbits about 60 degrees around the point of contact, and the railing and floor reflections move dramatically. @2 is pushed diagonally backward, performs a half-turn in the air, lands on the right foot, and slides briefly. @1 advances without stopping. Asymmetric movement in which only @2 is pushed back**. The water splash from the landing covers the lower part of the frame. Cut 4: Beyond the water splash, use a low diagonal aerial composition with @1 large in the left foreground and @2 in the right background. Do not place the two side by side. At the end of the slide, @2 replants the right foot and, without stopping, makes an **@2 unique-colored downward slash from upper right toward the center. @1 also continues advancing and makes an @1 unique-colored rising slash from lower left toward the center. From around and behind each person’s feet, huge flame-like auras in their respective unique colors surge upward, accompanied by glowing cracks in the floor, thin lightning, and an updraft. The two colors do not mix. Let the shape of the two swords be readable only for the instant when they enter the same contact point; after contact, hide them in the glow. From the same contact point as the source, @1's straight trajectory and @2's curved trajectory form a giant X. Make only the narrow incandescent center pure white, leaving both characters’ unique colors around it. Maintain large areas of highly saturated color, and spread radial shockwaves, concentric pressure waves, vertical flame-like auras, volumetric light, lightning, sparks, floor water, steam, dust, debris, hair, and clothing outward from the same collision core. Colored effects occupy most of the frame. @1's pressure breaks @2's defensive posture.** The camera briefly rushes toward the contact point, is pushed slightly backward by the shockwave, and tilts a few degrees. Do not turn the entire screen white. [Critical Negative Prompts] Fixed side-view fighting-game perspective, symmetrical full-body composition, resetting the fight by moving the two to the far left and right edges, simultaneous reversal, mirrored simultaneous dash, long run-up, long sword bind, meaningless continuous spinning, independent laser, third beam of light, two-color fusion, full-screen whiteout, text, subtitles, logos, watermarks, UI, no sound generation. [Ending] @1's energy pushes the contact point **toward @2, and the water smoke and dust on @2's side swell backward. @2's silhouette begins to collapse diagonally backward, while @1** keeps a low center of gravity and continues driving force forward. The huge two-color X-shaped light expands to its maximum, and at the moment of contact when the characters and blades are hidden in the light, immediately cut on the frame that captures the beginning of the collapse. Action continues.