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Supernatural Action VFX Sequence

Made with Seedance 2.5 in Kling by Library Cinema. Promptclay never generates images.

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    Supernatural Action VFX Sequence

    Seedance 2.52:3AI-generated

    Prompt

    Ultra-photorealistic LIVE ACTION, AAA Hollywood supernatural action, premium realistic semi-CGI VFX, ARRI ALEXA 65, IMAX, Panavision anamorphic. @Image1 preserves her exact recognizable face/identity while wearing @Image2’s complete silver-white combat outfit, wielding a real physical silver-white sword and bright-white electrical super-speed ability. She fights FIVE black-clad fictional assassins. CORE FEEL: Cinematic super-speed choreography built around dramatic TIME-PERCEPTION CONTRAST, never uniformly fast or slow: REAL-TIME COMBAT → SUDDEN ACCELERATION → WORLD FALLS INTO EXTREME SLOW MOTION → @Image1 REMAINS FLUID → CLOSE-UP DETAIL → PRECISE PHYSICAL ACTION → TIME VIOLENTLY SNAPS BACK TO REAL SPEED. Slow motion is temporary punctuation; @Image1 is NEVER frozen. SPEED VFX: During extreme acceleration, @Image1 physically accelerates—NO teleportation—with CRACKLING BRIGHT-WHITE LIGHTNING, thin branching electrical arcs, sparks, translucent glowing white afterimages and motion trails remaining briefly along her previous path. The REAL @Image1 is ALWAYS physically ahead of residual silhouettes; afterimages never act independently. No smoke-dominant trail, generic blur, blue/purple lightning, giant aura or energy sword. During temporal slowdown, enemies/blades become extremely slow, dust hangs almost motionless, loose clothing moves slowly, tiny debris slowly rotates and electrical sparks stretch through the air while @Image1 remains fluid and controlled. CAMERA: NEVER STATIC. Always LOW, CLOSE and highly dynamic: ground-level pursuit, low side tracking, FPV chase, extreme fast orbit, reactive whip-pan, crash zoom and extreme close-ups. Every movement follows the choreography. During acceleration the camera visibly struggles and briefly falls behind; during temporal slowdown it suddenly becomes beautifully smooth and controlled, floating around @Image1 and nearly frozen enemies; when real time returns it instantly becomes aggressive again. 00:00–00:02 — REAL-TIME CHAOS: START MID-COMBAT. Low camera races beside @Image1. Three assassins attack almost simultaneously. She RUNS → DUCKS beneath Attack One → Attack Two swings → CLANG! ONE clean physical PARRY, completely redirecting the enemy weapon. Third attacker approaches from the side; @Image1 turns toward him → EXTREME ACCELERATION — BOOM! Her REAL body rockets forward as crackling bright-white lightning and translucent glowing afterimages violently tear through her previous trajectory. Camera FALLS BEHIND → WHIP-PAN. 00:02–00:05 — TEMPORAL SLOW-MOTION: SUDDEN PERCEPTION SHIFT. Battlefield nearly FREEZES; sound becomes deeply muffled. Enemy blade crawls through the air, dust hangs around fighters, fabric barely moves, tiny sparks float. Soft cinematic music enters. @Image1 remains comparatively fluid. Smooth LOW ORBIT → CLOSE-UP on her calm eyes tracking the battlefield as white electricity slowly crawls across her sword. She casually steps beneath the nearly frozen blade; camera passes extremely close to its edge. Another opponent is almost frozen halfway through an attack. @Image1 moves around him → performs ONE short acceleration INSIDE slowed-time perception → brilliant translucent electrical afterimage separates from her previous position → camera rotates and discovers the REAL @Image1 physically behind him. Extreme close-ups: eyes → hand tightening sword grip → physical blade → enemy clothing. She begins ONE controlled sword motion: BLADE APPROACHES TARGET → ENTERS REAL RANGE → ZERO AIR GAP → PHYSICAL CONTACT → tiny white electrical sparks exactly at contact. 00:05–00:06 — TIME SNAP: For one tiny instant—ABSOLUTE QUIET. Extreme macro on one bright-white electrical spark → SNAP BACK TO REAL TIME — BOOOOM! All accumulated movement resolves almost simultaneously. Struck enemy is physically displaced by the completed attack, dust violently erupts, clothing snaps, white electricity fractures across the ground and camera receives ONE sharp impact shake. @Image1 is already moving again. 00:06–00:08 — SPEED-RAMP CHOREOGRAPHY: REAL TIME. Enemy Four attacks → @Image1 BODY-SLIPS. Enemy Five closes from behind → @Image1 suddenly BURST-DASHES. Camera cannot follow; bright branching white lightning + translucent glowing afterimages remain behind → WHIP-PAN → REAL @Image1 is already physically behind Enemy Five. TIME SLOWS AGAIN FOR ONLY ~0.35 SEC. Close-up from behind @Image1’s shoulder: Enemy Five slowly begins turning, her hair moves gently, tiny white electrical filaments float around her; she calmly looks sideways toward him → TIME SNAPS BACK → enemy attacks → DUCK → PIVOT → COUNTER. 00:08–00:10 — FINAL SPEED RAMP: @Image1 physically RUNS THREE readable steps while camera races beside her at extremely low height → MAXIMUM ACCELERATION BURST. Her REAL body rockets through the formation; camera is LEFT BEHIND as spectacular crackling bright-white lightning + translucent glowing white afterimages fill her previous trajectory. TIME PERCEPTION DROPS AGAIN. World nearly freezes; camera smoothly glides through suspended electrical trails, floating sparks and an almost stationary enemy weapon until discovering the REAL @Image1 several meters ahead. CLOSE-UP: she slowly turns her eyes toward remaining enemies; one thin electrical arc crawls across her physical sword → TIME VIOLENTLY RETURNS — CRACK! Electrical afterimages collapse instantly; wind and debris explode back into motion. Camera violently accelerates after @Image1 as she launches toward the next opponent. END MID-ACCELERATION. NO victory pose. NO fade to black. CONTACT RULE — CRITICAL: PARRY = sword physically contacts enemy WEAPON. CLEAN HIT = physical sword reaches enemy TARGET. NEVER confuse them. Clean hit must visibly show: CLEAR WEAPON → ENTER PHYSICAL RANGE → BLADE APPROACHES → ZERO AIR GAP → PHYSICAL CONTACT → CLOTHING REACTS → ENEMY REACTS → ELECTRICAL EFFECT FOLLOWS. Never trigger enemy reaction before contact. Never hide physical contact behind VFX, blur, camera movement or obstruction. Electricity accompanies/follows genuine physical interaction; it NEVER replaces it. AUDIO/TEMPO: REAL TIME = fast footsteps, sword movement, metallic impacts, compressed-air bursts + aggressive electrical cracking. ACCELERATION = sharp pressure SNAP + bright electrical CRACK. TEMPORAL SLOW MOTION = combat audio becomes extremely stretched/muffled, breathing prominent, soft atmospheric strings + delicate piano, subtle electrical humming. TIME SNAP = fraction of near-silence → explosive return of footsteps, impacts, wind and electricity. Audio must clearly communicate every transition between normal time and altered speed perception. NEGATIVE: No entire scene in slow motion or maximum speed; no constant-speed running; teleportation; portals; smoke-only afterimages; generic motion blur; blue/purple lightning; giant aura; giant energy sword; air-gap hits; automatic parry during intended clean hits; enemy reaction before physical contact; camera obstruction during contact; static camera; robotic tracking; confusing cuts; excessive camera shake; gore; face/costume/weapon drift; broken anatomy; independent afterimage clones; subtitles; logos; watermark. 16:9.

    Works in
    Kling
    Status
    Free to copy
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    DetailsVersions, settings and questions

    Written for

    What's in the prompt

    Subject
    Model
    Seedance 2.5

    If your face changes

    keep my face exactly the same

    Questions

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    1. Prompt copiedRead it

      Ultra-photorealistic LIVE ACTION, AAA Hollywood supernatural action, premium realistic semi-CGI VFX, ARRI ALEXA 65, IMAX, Panavision anamorphic. @Image1 preserves her exact recognizable face/identity while wearing @Image2’s complete silver-white combat outfit, wielding a real physical silver-white sword and bright-white electrical super-speed ability. She fights FIVE black-clad fictional assassins. CORE FEEL: Cinematic super-speed choreography built around dramatic TIME-PERCEPTION CONTRAST, never uniformly fast or slow: REAL-TIME COMBAT → SUDDEN ACCELERATION → WORLD FALLS INTO EXTREME SLOW MOTION → @Image1 REMAINS FLUID → CLOSE-UP DETAIL → PRECISE PHYSICAL ACTION → TIME VIOLENTLY SNAPS BACK TO REAL SPEED. Slow motion is temporary punctuation; @Image1 is NEVER frozen. SPEED VFX: During extreme acceleration, @Image1 physically accelerates—NO teleportation—with CRACKLING BRIGHT-WHITE LIGHTNING, thin branching electrical arcs, sparks, translucent glowing white afterimages and motion trails remaining briefly along her previous path. The REAL @Image1 is ALWAYS physically ahead of residual silhouettes; afterimages never act independently. No smoke-dominant trail, generic blur, blue/purple lightning, giant aura or energy sword. During temporal slowdown, enemies/blades become extremely slow, dust hangs almost motionless, loose clothing moves slowly, tiny debris slowly rotates and electrical sparks stretch through the air while @Image1 remains fluid and controlled. CAMERA: NEVER STATIC. Always LOW, CLOSE and highly dynamic: ground-level pursuit, low side tracking, FPV chase, extreme fast orbit, reactive whip-pan, crash zoom and extreme close-ups. Every movement follows the choreography. During acceleration the camera visibly struggles and briefly falls behind; during temporal slowdown it suddenly becomes beautifully smooth and controlled, floating around @Image1 and nearly frozen enemies; when real time returns it instantly becomes aggressive again. 00:00–00:02 — REAL-TIME CHAOS: START MID-COMBAT. Low camera races beside @Image1. Three assassins attack almost simultaneously. She RUNS → DUCKS beneath Attack One → Attack Two swings → CLANG! ONE clean physical PARRY, completely redirecting the enemy weapon. Third attacker approaches from the side; @Image1 turns toward him → EXTREME ACCELERATION — BOOM! Her REAL body rockets forward as crackling bright-white lightning and translucent glowing afterimages violently tear through her previous trajectory. Camera FALLS BEHIND → WHIP-PAN. 00:02–00:05 — TEMPORAL SLOW-MOTION: SUDDEN PERCEPTION SHIFT. Battlefield nearly FREEZES; sound becomes deeply muffled. Enemy blade crawls through the air, dust hangs around fighters, fabric barely moves, tiny sparks float. Soft cinematic music enters. @Image1 remains comparatively fluid. Smooth LOW ORBIT → CLOSE-UP on her calm eyes tracking the battlefield as white electricity slowly crawls across her sword. She casually steps beneath the nearly frozen blade; camera passes extremely close to its edge. Another opponent is almost frozen halfway through an attack. @Image1 moves around him → performs ONE short acceleration INSIDE slowed-time perception → brilliant translucent electrical afterimage separates from her previous position → camera rotates and discovers the REAL @Image1 physically behind him. Extreme close-ups: eyes → hand tightening sword grip → physical blade → enemy clothing. She begins ONE controlled sword motion: BLADE APPROACHES TARGET → ENTERS REAL RANGE → ZERO AIR GAP → PHYSICAL CONTACT → tiny white electrical sparks exactly at contact. 00:05–00:06 — TIME SNAP: For one tiny instant—ABSOLUTE QUIET. Extreme macro on one bright-white electrical spark → SNAP BACK TO REAL TIME — BOOOOM! All accumulated movement resolves almost simultaneously. Struck enemy is physically displaced by the completed attack, dust violently erupts, clothing snaps, white electricity fractures across the ground and camera receives ONE sharp impact shake. @Image1 is already moving again. 00:06–00:08 — SPEED-RAMP CHOREOGRAPHY: REAL TIME. Enemy Four attacks → @Image1 BODY-SLIPS. Enemy Five closes from behind → @Image1 suddenly BURST-DASHES. Camera cannot follow; bright branching white lightning + translucent glowing afterimages remain behind → WHIP-PAN → REAL @Image1 is already physically behind Enemy Five. TIME SLOWS AGAIN FOR ONLY ~0.35 SEC. Close-up from behind @Image1’s shoulder: Enemy Five slowly begins turning, her hair moves gently, tiny white electrical filaments float around her; she calmly looks sideways toward him → TIME SNAPS BACK → enemy attacks → DUCK → PIVOT → COUNTER. 00:08–00:10 — FINAL SPEED RAMP: @Image1 physically RUNS THREE readable steps while camera races beside her at extremely low height → MAXIMUM ACCELERATION BURST. Her REAL body rockets through the formation; camera is LEFT BEHIND as spectacular crackling bright-white lightning + translucent glowing white afterimages fill her previous trajectory. TIME PERCEPTION DROPS AGAIN. World nearly freezes; camera smoothly glides through suspended electrical trails, floating sparks and an almost stationary enemy weapon until discovering the REAL @Image1 several meters ahead. CLOSE-UP: she slowly turns her eyes toward remaining enemies; one thin electrical arc crawls across her physical sword → TIME VIOLENTLY RETURNS — CRACK! Electrical afterimages collapse instantly; wind and debris explode back into motion. Camera violently accelerates after @Image1 as she launches toward the next opponent. END MID-ACCELERATION. NO victory pose. NO fade to black. CONTACT RULE — CRITICAL: PARRY = sword physically contacts enemy WEAPON. CLEAN HIT = physical sword reaches enemy TARGET. NEVER confuse them. Clean hit must visibly show: CLEAR WEAPON → ENTER PHYSICAL RANGE → BLADE APPROACHES → ZERO AIR GAP → PHYSICAL CONTACT → CLOTHING REACTS → ENEMY REACTS → ELECTRICAL EFFECT FOLLOWS. Never trigger enemy reaction before contact. Never hide physical contact behind VFX, blur, camera movement or obstruction. Electricity accompanies/follows genuine physical interaction; it NEVER replaces it. AUDIO/TEMPO: REAL TIME = fast footsteps, sword movement, metallic impacts, compressed-air bursts + aggressive electrical cracking. ACCELERATION = sharp pressure SNAP + bright electrical CRACK. TEMPORAL SLOW MOTION = combat audio becomes extremely stretched/muffled, breathing prominent, soft atmospheric strings + delicate piano, subtle electrical humming. TIME SNAP = fraction of near-silence → explosive return of footsteps, impacts, wind and electricity. Audio must clearly communicate every transition between normal time and altered speed perception. NEGATIVE: No entire scene in slow motion or maximum speed; no constant-speed running; teleportation; portals; smoke-only afterimages; generic motion blur; blue/purple lightning; giant aura; giant energy sword; air-gap hits; automatic parry during intended clean hits; enemy reaction before physical contact; camera obstruction during contact; static camera; robotic tracking; confusing cuts; excessive camera shake; gore; face/costume/weapon drift; broken anatomy; independent afterimage clones; subtitles; logos; watermark. 16:9.

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