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Use the provided 3x3 grid image as the primary reference for fight choreography, UI layout, camera framing, and progression. Maintain exact character identity and consistency. Style: ultra realistic A

Use the provided 3x3 grid image as the primary reference for fight choreography, UI layout, camera framing, and progression. Maintain exact character identity and consistency. Style: ultra realistic AAA fighting game, Tekken-style gameplay, cinematic but in-game fidelity Camera: side-angle fighting camera, dynamic...

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@egeberkina
@egeberkina

AI prompt creator from X/Twitter

Tags

fight-choreography ui-layout camera-framing video-game character fighting-game gaming close-up cinematic ultra-realistic motion-blur particles bokeh side-angle-fighting-camera dynamic-zoom slow-push-in explosion-reveal camera-dolly fast-cut vertical-video seedance

Prompt

Use the provided 3x3 grid image as the primary reference for fight choreography, UI layout, camera framing, and progression. Maintain exact character identity and consistency. Style: ultra realistic AAA fighting game, Tekken-style gameplay, cinematic but in-game fidelity Camera: side-angle fighting camera, dynamic zoom on hits, subtle shake on impact Duration: 15 seconds --- 0:00–0:02 β€” VS SCREEN Visual: Close-up cinematic face-off β†’ instant transition to full VS screen electric energy splits the screen vertically UI: - player names top left/right - health bars fully charged - timer appears (60) - subtle glow animation SFX: electric crack + bass hit MUSIC: cinematic intro stab β†’ rising tension --- 0:02–0:04 β€” READY β†’ FIGHT Visual: fighters snap into idle stance β€œREADY” appears center β†’ fast transition into β€œFIGHT” with explosion sparks UI: - bold arcade typography - screen flash + slight camera push SFX: whoosh β†’ spark burst MUSIC: beat drops (arcade electronic + cinematic hybrid) --- 0:04–0:07 β€” OPENING ATTACK Visual: Character A throws fast straight punch Character B gets hit slightly β†’ immediate counter kick Effects: - sharp motion blur - bright red/orange hit sparks - light streak trails UI: - health bars start decreasing - β€œCOUNTER” briefly appears - small combo counter (1–2 hits) SFX: punch hit, armor impact --- 0:07–0:11 β€” COMBO DOMINANCE Visual: Character B launches full combo sequence mid-air juggle β†’ chained hits β†’ spinning strike Effects: - dynamic camera push-in - micro slow motion on strongest hits - energy trails following limbs UI: - combo counter increases (3 β†’ 5 β†’ 6 hits) - damage numbers appear - one health bar drops significantly SFX: rapid hit impacts, energy slashes MUSIC: tempo increases, aggressive rhythm --- 0:11–0:13 β€” CRITICAL STATE Visual: Character A falls to one knee, staggered heavy breathing, slight slow motion UI: - health bar flashing red - subtle warning pulse SFX: low heartbeat + ambient rumble MUSIC: brief silence β†’ tension rise --- 0:13–0:15 β€” FINISHER + KO Visual: Character B delivers final heavy strike (cinematic angle) impact freezes for split second β†’ opponent launched backward β€œKO” appears huge center screen Effects: - massive spark explosion - camera shake - debris particles + motion blur UI: - KO glowing red - health bar empties completely SFX: heavy bass impact + explosion MUSIC: final cinematic hit β†’ instant cut
Character