Dark Xianxia Movie Combat Scene

A comprehensive cinematic video prompt for an 8K dark fantasy battle featuring a black-haired swordsman and a demon lord in a bamboo forest.

Prompt
Generate a full 10-second, 8K 3D CG realistic, PBR physical material, 16:9 landscape, 60fps Chinese dark fantasy Xianxia movie combat video. [A moonlit Nu River and endless emerald bamboo forest, with an extremely large bright full moon hanging in the sky], cinematic film-level color grading; clothing folds, skin pores, hair dynamics, and flying bamboo leaves are ultra-realistic, with authentic cloth dynamics. [A cold black-haired swordsman, wearing dark martial arts attire, with a sword in its scabbard horizontally behind his waist] surrounded by [cyan-green heavy water flows and violent electrical arcs tightly attached to the armor, body movement trajectory, and blade]. [A single humanoid demon lord, wearing a black and red demon robe and black-gold shoulder guards, holding an obsidian demon sword] surrounded by [blood-colored demon runes, black fluid ink Qi, and heavy black-red demon flames tightly attached to the obsidian demon sword, body movement trajectory, and demon lord avatar]. The whole film strictly features only two characters: the swordsman and the demon lord. Characters avoid static poses during the fight, maintaining ultra-high-speed maneuvers that break the sound barrier, dragging thick dynamic ink smoke afterimages; all moves are layered with intense hand-drawn ink strokes. Time Ramp combining fast and slow motion. Weapons and limb collisions must match three levels of fixed special effects: Light collision = black and white impact frames + 0.05s frame skipping + local negative film + axial micro-shaking. Heavy collision = radial impact frames + 0.1s frame skipping + central negative film + force-induced sinking/rebound + triple-layer fluid explosion. Ultimate move = full-screen impact frames + 0.15s freeze-frame skipping + full-screen negative film white flash + central fisheye distortion + strong Bloom + circular shockwave. Use a 3A action game inertia following camera, with movements accompanied by high-frequency zoom and speed changes based on physical actions; pure visual output throughout.

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