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Prompt vidéo d'arts martiaux surnaturels Seedance 2.5

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WasifAI
Contribué parWasifAIXSource

26 août 2026

Prompt vidéo d'arts martiaux surnaturels Seedance 2.5 Invite de génération vidéo détaillée de 30 secondes pour une scène d'arts martiaux surnaturels avec une protagoniste féminine, incluant la chorégraphie de combat, les règles physiques, les directions de caméra et une répartition complète de la chronologie.

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30 sec | 16:9 | One continuous generation | Korean dialogue | No BGM/subtitles Ultra-photorealistic live-action AAA supernatural martial arts. Real human actor + real environment + premium physical VFX. Girl= SO-YEON, exact same person throughout; one human only, never CGI/digital double. Small 160cm frame, messy black hair over eyes, black hoodie, sweatpants, Converse, natural pores/hair/micro-expressions. 5 unarmed delinquent men in dark streetwear LOCATION: Rundown outdoor basketball court at dusk: cracked concrete, rusted chain-link fence, buzzing floodlight, faded half-court line, bent hoop/torn net, gravel/leaves. SOUND: Korean dialogue only, rough thug voices, So-Yeon's small shaky voice, impacts, wind, fence ambience, grinding concrete cracks. No music, no subtitles COMBAT: Awakened So-Yeon fights completely unarmed, grounded and physical, blending Sanda + Muay Thai clinch + Silat: knee → clinch → elbow → sweep → pivot → stomp → redirect → throw → low kick → angle change. No reset poses; momentum always downward/forward. Five opponents attack dynamically, never take turns FAULT-LINE PHYSICS: Her power is purely mechanical. Every hard foot plant, body slam, or heel impact creates real hairline cracks from the exact contact point. Physical impact → ground shudder → cracks propagate → dust/gravel/pavement fragments move → settle. NO glow, light, beams, energy, particles, shockwaves, teleportation, speed trails, or magic effects. Cracks remain visible. Use real-time combat with only 0.15–0.35 sec micro-slow-mo on decisive impacts, then immediate time snap. 00:00–03: So-Yeon trapped against fence, head down. Five thugs surround her. Leader smacks her head. Silence. She slowly raises cold, unblinking eyes. Leader: “어쩔? 이 년 봐라? 많이 컸다?” 03–06: Her glare collapses into habitual fear. Eyes drop, shoulders shrink. “아…! 미안…” Leader swings again 06–09: Micro-slow-mo: her body instinctively slips the punch, grabs his arm, pivots, drives a short knee into his torso. Her foot plants hard - thin crack and dust. Time snap. He doubles over into the fence 09–12: She stares at the crack, terrified and confused, realizing she didn't choose the movement. Remaining four rush from multiple angles. One shouts: “저 년이?!” 12–17: Explosive grounded footwork. Duck swing → elbow ribs → leg sweep → attacker slams concrete. Micro-slow-mo on impact: cracks burst from his landing point, pavement chunks lift and settle. Time snap; combat continues 17–22: Two attack simultaneously. She drops low, clinches one, redirects his momentum and throws him into the second. Both crash down. Wide fracture web tears through the faded half-court line; dust and gravel jump 22–27: Final attacker grabs from behind. She pivots on one foot; concrete violently cracks beneath the torque. Duck → arm redirect → knee gut → leg sweep → full-weight heel drop. Micro-slow-mo: dense fractures erupt from the heel impact, concrete sections lift/grind/settle, dust rolls low across the court 27–30: Time snap. Deep grinding CRACK-CRUNCH travels through the court; fence posts rattle and floodlight sways slightly. Last thug lies still amid fractured pavement. So-Yeon looks at her trembling hands - fear and wonder, no glow or marks. She exhales, straightens, and calmly walks away through settling dust, sneakers crunching over broken concrete, hair falling over her eyes. Never looks back. CUT CAMERA: Close, kinetic, reactive handheld pursuit; fast tracking, low-angle chase, OTS, facial inserts, rapid focus shifts. Stay physically grounded. Favor low angles showing cracks beneath her feet. Impact shake only from real contact or structural vibration. Action readability > chaos GROUND-FRACTURE LOCK: Every fracture must originate from a clearly visible physical contact point. Ground destruction only. No airborne energy or supernatural visual effects.

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