A professional martial arts action movie prompt for Seedance 2.5 featuring a female protagonist fighting black-suited agents in a modern mall with high-end ARRI Alexa aesthetics.
Prompt
SEEDANCE 2.5 — MALL AGENT BATTLE\n\nMODEL: Seedance 2.5\nDURATION: 30 seconds\nFPS: 24\nASPECT RATIO: 16:9\nRESOLUTION: 4K\nSTYLE\nUltra-realistic live-action film.\nPremium cinematic footage as if shot on ARRI ALEXA.\nPhotorealistic skin, hair, cloth, metal, glass.\nRealistic human body mechanics and sense of weight.\nBright daytime natural light.\nPremium martial-arts action movie × dynamic MV cinematography.\nAnime, manga, game CG, plastic-like CG expressions are prohibited.\nCHARACTER LOCK — DIM’S\n\nCompletely fix the girl in the attached reference image in all cuts and all angles.\n\nDo not change the face, blue eyes, short black bob hair, straight bangs, hair accessories, earrings, necklaces, accessories, skin, physique, or body proportions.\nOutfit is also completely fixed:\n- Grey-based camouflage oversized short-sleeved shirt\n- Light grey extra-thick cargo pants\n- Large side pockets\n- Silver accessories\n- Grey-based chunky dad sneakers\nDIM’S is completely unarmed.\nNo weapons used at all.\nCombat style is kick-dominant.\n\nContinuously connect fast footwork, evasion, pivot, low sweep, roundhouse kick, spinning back kick, jump kick, knee strike, elbow strike, and counterattack.\n\nSIGNATURE MOVE:\n\nSMASH’IN JUMP DUAL SPINNING 360° KICK\n\nFrom a jump, rotate the whole body at high speed 360°, and deliver continuous spinning kicks with left and right legs to two different enemies.\n\nENEMY FORCE — BLACK SUIT AGENTS\n\nEnemies are approximately 10 combat-trained agents.\n\nBlack tailored suits.\nBlack or white shirts.\nBlack ties.\nBlack leather shoes.\nBlack sunglasses.\nCreate individual differences in faces, hairstyles, ages, heights, and physiques.\nEveryone moves constantly.\nSurround. Track. Attack. Flank. Evade. Counter. Relocate. Re-attack.\nNo one waits their turn to attack.\n\nThe moment one is attacked, another agent aims for DIM'S blind spot.\n\nPunching-bag behavior prohibited.\n\nLOCATION\n\nHuge modern shopping mall during the day.\nHuge atrium. Glass ceiling. Strong natural light. Glass-fronted stores. Escalators. Marble floors. Metal railings. Advertising screens. Brand shops. Food court. Product displays.\nIt starts very peaceful, with many general customers enjoying shopping normally.\nAfter the battle begins, the mall is destroyed in stages.\n\nSCENE 1 | 0.00–6.00 seconds\nPEACE BEFORE CHAOS\nDo not start the fight from the beginning. Bright daytime. Huge shopping mall atrium. Many shoppers are walking normally. Families. Couples. People with shopping bags. Customers using escalators. DIM’S is also walking normally among the general public. Not in a combat stance yet. Natural walk. Arms are also down naturally. Expression is calm. The camera is initially a HIGH-ANGLE WIDE SHOT from the upper floor of the atrium. Descend slowly. Approach DIM’S while passing through the crowd. Transition naturally to LOW FRONT TRACKING. The camera moves to the side of DIM’S for SIDE TRACKING. Do not use intense camera work here. A brief CINEMATIC CLOSE-UP on DIM’S face. Behind her. One man in a black suit + sunglasses in the crowd. Another one in a different direction. Two more from the escalator. DIM’S still doesn't look back. The agents close the distance with DIM’S while blending into the crowd. Tension rises quietly.\n\nSCENE 2 | 6.00–12.00 seconds\nSUDDEN AMBUSH\nSuddenly, the front agent throws a high-speed punch at DIM’S. DIM’S is walking normally until just before. A few centimeters before the fist reaches her face. DIM’S instantaneously shifts her body sideways. MISS. Simultaneously, three people attack from the rear and sides. Video speed and camera work accelerate all at once from here. DIM’S does not retreat. Step into the center of the encirclement. LOW DUCK. Fist passes overhead. High-speed PIVOT. ROUNDHOUSE KICK. Direct hit to one's torso. Body flies sideways and crashes into a product display. Products scatter. Immediately after, another agent from behind. DIM’S turns around while performing a SPINNING BACK KICK. IMPACT. Agent crashes into a glass showcase. Glass shatters. From that moment, general customers understand the situation. Screams. Shopping bags fall to the floor. People start to flee all at once. CAMERA: Whip-pan. Low tracking. Rapid lateral tracking. 180° combat orbit. Crash push. Micro slow-motion for only a few frames at peak impact. Immediately return to full speed.\n\nSCENE 3 | 12.00–19.00 seconds\nMULTI-DIRECTIONAL ASSAULT\nFive more agents rush in from different directions. Everyone moves simultaneously. Two in front. One on the left. One on the right. One behind. DIM’S also advances at high speed. SIDESTEP the first punch. Continue to LOW SPINNING SWEEP. Sweep the enemy's legs. Enemy falls to the marble floor. DIM’S doesn't wait to see them fall. Immediately to the next enemy. Attack from the right. DUCK. KNEE STRIKE. Immediate ELBOW COUNTER. Another enemy approaches from behind. DIM’S BACK KICKS without looking back. IMPACT. Enemy crashes into a food court table. Chairs and tables scatter. Two others attack from left and right simultaneously. DIM’S slips through the gap between the two at the last second. The enemies' attacks miss each other. DIM’S stops suddenly. High-speed reversal. Continuous kick COMBO. LEFT ROUNDHOUSE. RIGHT SPINNING KICK. Two enemies are blown away in different directions. One to the metal railing. One to a glass store. Railing deforms. Glass collapses. Destruction of the mall progresses rapidly. CAMERA: The camera itself passes between two enemies. Extreme low tracking. High-angle vertical drop. Short 180° orbit following DIM’S rotation. Fleeing general customers cross the foreground. Glass shards pass the lens at high speed. Maintain spatial continuity.\n\nSCENE 4 | 19.00–25.00 seconds\nSIGNATURE MOVE\nSMASH’IN JUMP DUAL SPINNING 360° KICK\nRemaining agents immediately reorganize. No one flinches. Multiple people rush DIM’S simultaneously. Two jump in from left and right almost at the same time. DIM’S advances at full speed. LOW ANGLE CAMERA tracks her feet. DIM’S kicks the floor hard. JUMP. Camera also rises at once. 360° high-speed rotation of the whole body in the air. SMASH’IN JUMP DUAL SPINNING 360° KICK. Within one jump rotation, the first leg hits the left agent's upper body directly. IMPACT 1. Body flies toward the glass display. DIM’S continues the aerial rotation. Opposite leg hits the right agent directly. IMPACT 2. Second person is blown away in the opposite direction. Almost simultaneously, CRASH!! Glass shatters explosively. Products scatter. Metal frame deforms. Very short MICRO SLOW MOTION only for this moment. Hair. Oversized shirt. Wide cargo pants. Necklace. Everything reacts naturally to the centrifugal force of the rotation. Immediately return to FULL SPEED. DIM’S lands. At the same time as landing, the next enemy attacks. Do not rest. Evade immediately.\n\nSCENE 5 | 25.00–30.00 seconds\nTHE FIGHT IS NOT OVER\nThe last few seconds are not a \"victory.\" Remaining agents attack again from beyond the rubble. One in front. One behind. DIM’S evades the front punch by a few centimeters. PIVOT. ELBOW STRIKE. SPINNING BACK KICK to the enemy behind. Enemy is blown into the food court. Tables and chairs scatter violently. Another agent immediately jumps in. DIM’S ROUNDHOUSE KICKS while advancing. Enemy crashes into a large glass panel. Huge glass surface collapses. With that impact, a large advertising sign, part of the ceiling panel, and store displays fall in a chain reaction. Dust and glass shards fill the atrium. General customers have mostly evacuated. CAMERA passes through the fragments at high speed. PULL BACK all at once. Full view of the destroyed huge atrium. However, DIM’S does not strike a victory pose. Beyond the rubble, multiple black-suited agents stand up again. Other agents appear from the top of the escalator. DIM’S looks at them immediately. Do not stop to pose. Run full speed toward the enemy. Camera follows from a low position. Just before DIM’S jumps into the next enemy— CUT. The fight is not over yet.\n\nPHYSICAL IMPACT\nAll attacks should have clear weight, inertia, and reaction. Enemy bodies react naturally according to the direction and force of the attack. Unnatural ragdoll is prohibited. Hair, clothes, and accessories follow the body's acceleration, rotation, and landing. Give DIM’S herself center of gravity movement, stepping in, and landing impact. Glass, metal, product shelves, tables, chairs, railings, and marble floors also react physically according to the impact direction. Destruction should not be maximum from the start, but escalate in stages: Peaceful mall -> small-scale destruction -> glass destruction -> furniture scattering -> large-scale destruction. Excessive bleeding, open wounds, amputation, and gore are prohibited.\n\nCAMERA DNA\nThe first 6 seconds are relatively calm cinematic camera. Change to Aggressive cinematic camera simultaneously with the start of combat. Low-angle tracking. Extreme low tracking. Rapid lateral tracking. Dynamic 180° orbit. Short 360° combat orbit. High-angle vertical drop. Aerial follow. Whip-pan reacquisition. Crash push. Snap push. Reverse tracking. Foreground wipe. Environmental parallax. Impact recoil. Boldly switch between High -> Eye Level -> Low -> Extreme Low -> Overhead. 360° orbit only for important scenes like SIGNATURE MOVE. Prohibit repeated use. Micro slow-motion only for maximum impact. No long slow motion. No static camera. No random camera shake. Even if the camera momentarily loses DIM’S, reacquire immediately from the next movement direction. Maintain the positional relationship between the person and the enemy even with intense camera work.\n\nCOLOR GRADING\nPremium cinematic daylight grade. Natural warm skin tones. Cool deep shadows. High dynamic range. Rich blacks. Controlled highlights. Subtle teal-green background separation. Warm natural sunlight on DIM’S. Slightly desaturated urban environment. Filmic contrast. Subtle cinematic grain. Natural highlight roll-off.\n\nAUDIO\nNO MUSIC. NO DIALOGUE. Diegetic sound only. Shopping mall ambient sounds. People's conversations. Footsteps. Escalator sounds. After combat starts: Sudden footsteps. Breathing. Movement of clothes. Punch sounds. Heavy kick impact. Sound of leather shoes kicking marble. Glass shattering. Metal deformation. Furniture collision. Products falling. Crowd screams. Footsteps of people fleeing. Distant shouting. Mall interior reverberation. Synchronize all major impacts with the exact frame of physical contact.\n\nNEGATIVE PROMPT\n(As in original English negative prompt section)\n\nPRIORITY — ABSOLUTE\nFast continuous martial-arts choreography. DIM’S remains completely unarmed. Kick-dominant combo combat. SMASH’IN JUMP DUAL SPINNING 360° KICK is the signature movement and the largest visual highlight. All enemies actively attack DIM’S. Enemies NEVER wait their turn. Every attack creates a realistic reaction to the body. Every major impact creates visible physical consequences in both the enemy and surrounding environment. Crowd reacts naturally and immediately after combat begins. Mall progressively gets destroyed as the fight escalates. Camera aggressively orbits, tracks and changes perspective while maintaining spatial continuity. DIM’S identity, face, hairstyle, proportions and outfit remain identical to the reference image throughout all 30 seconds. No weapons. No superhero powers. No hero pose. The fight remains unfinished.\n\nFINAL FRAME:\nDIM’S is still moving forward toward the next wave of black-suited agents. CUT DURING MOTION. DO NOT END THE ACTION.\n\nSEEDANCE 2.5 — MALL AGENT BATTLE: UPPER FLOOR FINAL ASSAULT\n\nMODEL: Seedance 2.5\nDURATION: 15 seconds\nFPS: 24\nASPECT RATIO: 16:9\nRESOLUTION: 4K\nREFERENCE:\n@image1 = Complete fixed character reference for protagonist DIM'S\n@image2 = Last frame of the previous video / Start frame for this one\nCONTINUITY — MOST IMPORTANT\nThe video must start directly from the last frame of @image2. Maintain the location, shopping mall destruction state, rubble, smoke, dust, lighting, escalators, 2nd-floor corridor, glass railings, and positional relationships of agents on the upper floor. Do not make it look like a switch to a different scene from the previous video. In @image2, the protagonist is running from the center of the 1st floor toward the agents on the 2nd floor. Do not stop that running; connect directly to the action this time.\n\nSTYLE\nUltra-realistic live-action action movie.\nPremium cinematic footage as if shot on ARRI ALEXA."}```
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