[REF] Use only @Image1 HERO identity: adult 3D anime swordswoman, face, hair, blue bow, turquoise ou
[REF] Use only @Image1 HERO identity: adult 3D anime swordswoman, face, hair, blue bow, turquoise outfit, cream wraps, gold trim, gloves, boots, body type, katana. Do not copy the white studio background, neutral pose, or bright lighting. [ENV] Original dark storm battlefield: moonless cracked black-stone plain, shallow water, mud spray, wind-bent reeds, broken spear forests, shattered stone markers, torn turquoise war banners, distant slate mountains, low fog, rain mist, ash, cold lightning. Palette: charcoal, blue-gray, black, desaturated teal, cold white. No sunny desert, warm sand, golden daylight, or clean arena. [STYLE] Dark 3D anime cinematic, game-trailer render feel, sculpted forms, real depth/parallax, shaded cloth and metal, glossy sword highlights, volumetric storm mist, rim-lit silhouettes, high-contrast blue-gray grade. [SHOT] 14s widescreen action montage, 2.35:1. HERO performs one continuous impossible-speed attack through a single enemy formation stretched across the battlefield. No separate enemy groups, no empty battlefield reset, no second isolated blast. Every cut must show HERO, her energy trail, enemy silhouettes, or the same shockwave still traveling forward. [CUT MAP] 0.0-0.7 low rear track: HERO launches across flooded black stone; camera catches only hair, bow, sleeve, sword-hand blur. 0.7-1.5 extreme CU: face freezes sharp for one breath, turquoise eyes glowing; rain streaks tear past. 1.5-2.0 hilt CU: fingers snap onto katana hilt; draw begins before hand settles. 2.0-2.4 slash wipe: blade exits frame as a white-blue full-screen speed smear. 2.4-3.4 side dash: HERO skips through the first enemy line in 3 afterimages; water, reeds, and stone shards erupt late. 3.4-4.2 low sky angle: her crescent slash rises into storm clouds, then curves forward like a guided wave. 4.2-5.4 overhead vortex: HERO spins once at the center; the circular shock ring opens into a forward-moving crescent, not a finished blast. 5.4-6.4 ground chase: camera follows the same glowing wave skimming across wet stone; enemy legs and weapons enter foreground as the wave reaches them. 6.4-7.4 wide battlefield: the same shockwave continues through the formation, tearing reeds, banners, fog, and enemy rows in one connected path. 7.4-8.2 face CU: HERO remains calm while the connected energy trail streaks behind her, proving the attack is still moving. 8.2-9.2 low pass: HERO appears behind the next enemies before they react; the blade trail catches up a beat late. 9.2-10.4 spin slash: one impossible-speed rotation folds the traveling wave into a glowing circle around her. 10.4-11.6 lightning charge: turquoise lightning crawls along the existing trail, unable to catch her. 11.6-13.2 final beam dash: HERO becomes the front edge of the same crescent trail; side profile -> rear chase -> forward tunnel. 13.2-14.2 black-white impact smear into final wide blast; the single connected shockwave finally detonates and throws silhouettes outward. [CONTINUITY LOCK] This is one continuous attack path, not two attacks. The energy trail must remain visible between cuts as the bridge. Do not cut to an empty battlefield. Do not reset HERO into a new stance after the first shock ring.