Use @[storyboard] only for exact P## perspective, scale, framing, blocking, positions, direction, an

Prompt

Use @[storyboard] only for exact P## perspective, scale, framing, blocking, positions, direction, and threshold geography; every panel is a fleeting waypoint, never a held pose. Ignore sketch artifacts; written beats and fields define final content. Use @[char1] only for White Mask's final identity and wardrobe. Use @[char2] only for Dark Mask's final identity and wardrobe. LOOK + WORLD: Stylized 2D anime, cel-shaded ink; angular crimson court, black doorway, scarlet hall, wet stone/wood. Burgundy/scarlet/black, 24mm, pale rain. ACTION + CAMERA: At 24fps, saber and spear hit in 4-6 frames; @[storyboard] poses last 2-3 frames. Cut on action with lead, chase and snap tracks; no slow motion, windup, held clash or matched retreat. VFX SYSTEM: Saber swings fire three gold-white handleless crescents from its edge; spear thrusts fire three cyan filaments from its head; they cross 4-6m in 2-3 frames, flash 1-2, vanish or retract by frame 5. SOUND: Taiko-string ostinato, hard rain, saber snaps, filament cracks, impact bursts. BEATS: P01: Ground frontal wide pitched up, low horizon and paving tops; snap past White left and Dark right driving through contact as three edge-born crescents hit three spearhead filaments, flash, vanish, and recoil. P02: Chest-high behind White, paving receding right; track her slide under one filament as one crescent cuts a second and both single weapons pass through without recovery. P03: True overhead wide, no horizon and wet paving tops; drop as they sprint past center, White right and Dark left, six origin-linked recoil streaks gone by the cut. P04: Behind Dark at waist, low horizon and receding floor; snap sideways through a glancing saber-spear spark as both pass, one crescent-filament contact clearing instantly. P05: Ground profile wide pitched up, low horizon and weapon undersides; chase White right-to-left over the spear sweep as her saber fires three crescents and the spearhead snaps three filaments up, all clearing on contact. P06: High diagonal wide pitched down, high horizon and pillar tops; track White rebounding from the left pillar and Dark from the right as both three-part bursts collide once and disappear. P07: Ground rear three-quarter pitched up, robe undersides and no horizon; rise into a two-frame weapon spark, then cut as their airborne bodies separate on opposite vectors without locking. P08: Raised frontal wide pitched down, high horizon and paving tops; reverse-burst as White left and Dark right fire three crescents and three filaments across the gap, clearing instantly. P09: Ground profile wide level, low horizon and paving to center; skim beside both lead feet touching down as the single saber and spear launch the next strikes immediately, effects flashing only at origin and contact. P10: Waist-high side wide, floor lines leading to the right doorway; race right with White close behind Dark as he retreats while counter-thrusting, both crossing the entrance at full sprint. P11: Inside behind Dark at chest height, ceiling and floor converging on the rainy doorway; use one doorframe wipe as Dark counter-thrusts inside and White crosses mid-slash, camera already accelerating deeper. P12: Deep inside facing the doorway at chest height, floorboards, walls and rafters enclosing the frame; race deeper ahead of both fighters so they gain size while exchanging rapid strikes, cutting during the next attack with rain shrinking behind.

Reference Images

@aimikoda35

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