Loading...
Loading...
Generate video prompts for intense action scenes and fight sequences for Seedance 2.0 (Higgsfield). Use this when users want fight scenes, combat, martial arts, battles, action choreography, sword fights, hand-to-hand combat, chase scenes, superhero action, or any high-energy action videos. Trigger words: fight, combat, war, martial arts, action scene, choreography, duel, sword fight, kung fu, chase, brawl, punch, kick, weapon combat, superhero fight, or any action/fight request. Use this even if the user says "create a high-intensity action video" or "epic battle".
npx skill4agent add beshuaxian/higgsfield-seedance2-jineng seedance-fight-scenes[0–0.5s]: [Opponent Establishment] + [Distance/Weapon] + [Lighting Intensity]
[0.5–1s]: [Initial Movement/Feint] + [Speed Cue]
[1–2s]: [Impact or Action Shift] + [Audio/Visual Reaction]0–0.5s: Two opponents, boxing stances, face-to-face. White ring lighting. High contrast shadows.
0.5–1s: One opponent throws a quick jab. Camera locks sharply. Motion blur.
1–2s: Impact. Opponent's head snaps back. Sweat spray. Impact flash.0–1s: Two warriors, swords drawn, standing off. Castle background. Dramatic side lighting.
1–2s: Slow, intentional sword clash. Clang sound. Sparks. Ringing tone.0–1s: Fighter, wide stance, ready. Chinese architecture. Daylight.
1–2s: Lightning-fast spinning kick. Speed lines. Kung fu sound effect (Ha!). Cyclone effect.| Fight Type | Characteristics | Visual Promise | Sound Effects |
|---|---|---|---|
| Boxing/MMA | Fast, explosive, power-driven | Blurred motion, impact flashes | Strike sounds, heavy breathing, mat impacts |
| Martial Arts (Kung Fu/Karate) | Flowing, precise, linear | Speed lines, spins, extended kicks | "Ha!" sound effects, strike thuds, sharp inhales |
| Swordplay (Blades/Swords) | Intentional, weighty, collision-based | Slow, powerful arcs, sparks | Clangs, slicing sounds, metal friction |
| Gunfights | Fast, explosive, long-range | Muzzle flashes, bullet tracers, smoke | Gunshots, shell casings falling, whooshes |
| Hand-to-Hand/Street Fights | Chaotic, intense, gritty | Clumsy, desperate energy | Grunt strikes, pain cries, wrestling sounds |
| Gymnastics/Stunt Combat | Flashy, acrobatic, precise | Rolls, tricks, light landings | Mat impacts, heavy breathing, air whooshes |
| Superhero Action | Over-the-top, power-driven, VFX-heavy | Energy blasts, flashes, storyboard-style | Low-frequency explosions, energy hums, crumpling impacts |
Direct/Thrust →
- Visual: Linear acceleration, sharp start and stop
- Motion: No arc, full power to target
- Audio: Crisp impact; possible puncture sound
Swing/Sweep →
- Visual: Circular motion, extension, follow-through
- Motion: Rotating shoulder or hip; generating power
- Audio: Whoosh, dull impact
Slash/Cut →
- Visual: Sharp angles, clear blade edge, possible blood or cutting effects
- Motion: Blade-first, edge to target
- Audio: Slicing sound or metallic shriek
Impact/Spike →
- Visual: Shoulder-first, hip twist, target absorbs impact
- Motion: Body aligned, full weight behind strike
- Audio: Deep low-frequency impactHard Collision (Metal-on-Metal) →
Sparks, rebound, possible weapon deflection
Sound: Clang, ringing tone
Soft Collision (Fist-to-Body) →
Flesh absorbs strike; body reacts backward or sideways
Sound: Dull thud, possible exhale
Partial Collision (Strike but Blocked) →
Two weapons collide; possible sparks or tension
Sound: Impact plus metallic grind1. Setup & Buffer (0.2s):
Attacker prepares, muscles tense, weight shifts
2. Execution & Extension (0.3s):
Full-force strike; motion arc; speed peaks
3. Impact (0.1s):
Target contact; possible flash or effect
4. Reaction (0.2s):
Defender snaps back; possible block; possible counterattack
5. Recovery (0.2s):
Both opponents reposition; breathe; prepare for next exchange"Three opponents in chaos:
- Opponent A attacks Opponent B's left side
- Opponent B defends A while attacking Opponent C
- Opponent C dodges B while attacking A
All movements should show interaction and spatial awareness."Sword Design:
- Blade Width: Blade should be clearly visible
- Motion Arc: Sword swings should have a circular path, from shoulder to wrist
- Feinting & Positioning: Blade should reposition before each strike
- Sparks & Impact: Sparks on metal-to-metal collision
- Weight: Heavy swords won't move as fast in rapid exchanges (physical weight)
Prompt:
"Sword looks heavy. Swings are powerful but not instant.
Metal sparks on collision. Clang sound. Blade is clearly visible."Staff/Long Weapons:
- Spinning & Flourishes
- Wide range
- Requires body momentum (core, shoulders, legs)
- Movement should be fluid
Prompt:
"Staff uses fluid spins. Wide range of motion.
Few pauses; movement is continuous.
Hits all targets, with good rotational momentum."Fists & Punches:
- Quick combos (3-5 strikes without pause)
- Footwork is critical (shuffling back and forth, pivoting)
- Variety: Jabs, hooks, uppercuts
- Defense: Dodging, slipping, blocking
Prompt:
"Boxing combo: Jab, right hook, left uppercut.
Footwork shuffles on the floor. Dodges opponent's counter.
Full-force punches; visible impact. Labored breathing."Gunfire Guidelines:
- Muzzle Flashes (Bright bursts from the gun)
- Bullets & Smoke (Visible or implied)
- Recoil & Shoulder Snap
- Sound Delay (Loud gunshot; possible echo)
- Projectile Hits (Impact, sparks, punctures)
Prompt:
"Muzzle flash on every shot. Gun recoil, shoulder snap.
Smoke lingers, blowing across the landscape.
Target is hit; impact reaction."| Technique | Effect | Use Case |
|---|---|---|
| Tracking | Camera follows the attacker | Lets the audience move with the striker |
| Orbiting/Circular Motion | Camera rotates around opponents | Shows environment and space |
| Push-In | Camera zooms in on impact | Enhances sense of impact |
| Pull-Back | Camera pulls back to show the entire scene | Shows scale and opponent positions |
| Quick Cuts | Rapid jumps between multiple angles | Builds tension and excitement |
| Slow-Mo/Fast-Mo | Certain moments at 120fps or 250fps | Emphasizes key impacts or tricks |
Opening: Wide shot. Two opponents far apart. Establishes space.
Initial Exchange: Tracking shot. Camera follows the attacker's movement.
Peak Impact: Push-in. Extreme close-up. Amplifies impact.
Rapid Exchanges: Quick cuts. Multiple angles. Builds excitement.
Breath Moment: Pull-back. Both opponents visible. Silence.
Climax: Slow-mo. Key trick or knockout. Magnifies impact.Direct Strikes → "Crack" (light), "Thud" (medium), "Crunch" (heavy)
Weapon Collisions → "Clang" (metal), "Crack" (wood)
Footwork → Floor impacts, rhythmic shuffling
Breathing & Pain Sounds → Sharp inhales, heavy breathing, labored gasps
Environment → Wind, rain (if outdoors), tension in the airSlow Soundtrack (120 BPM) → Slow, intentional fights. Power-focused.
Medium Soundtrack (140 BPM) → Balanced speed. Mix of strikes and recovery.
Fast Soundtrack (180+ BPM) → Quick combos. Explosive energy.
No Soundtrack → All focus on sound effects and breathing. Raw.[Opponents]: [Character Names or Types] (e.g., boxer, martial arts master, swordsman)
[Fight Type]: [Boxing/Martial Arts/Swordplay/Gunfight/Hybrid]
[Environment]: [Location] (ring, street, forest, indoor)
[Lighting]: [Time of Day] and [Natural or Artificial Light]. Lighting Intensity: [High Contrast/Soft]
[Fight Rhythm]:
- Opening: [Setup & Buffer Duration]
- First Exchange: [Initial Strike Type & Count]
- Escalation: [Variations & Intensity Increase]
- Peak: [Key Impact or Trick]
- Recovery/Ending: [How the Fight Concludes]
[Weapons]:
[If applicable] Weapon: [Type]. [Material]. [Visual Effects]
Strike Sound: [Sound Description]. Sparks: [Yes/No].
[Camera Work]:
- Opening: [Wide Angle, Establishing]
- Middle: [Tracking, Orbiting]
- Peak: [Push-In, Close-Up]
- Recovery: [Pull-Back or Stable]
[Audio]:
- Soundtrack: [Rhythm & Intensity]
- SFX: [Strike Sounds, Footwork, Breathing]
- Reaction Sounds (Optional): [Labored Breathing, Pain]
[VFX]:
- Impact Flashes: [Yes/No, Intensity]
- Sweat/Blood: [Intensity]
- Dust or Debris: [Yes/No]
- Energy Effects (Superhero): [Description]
[Duration]: [Number of Seconds, typically 2-6s]
[Rhythm]: [Fast & Exciting / Slow & Powerful / Mixed]Two boxers, quick combo.
Strikes: Jab, hook, uppercut. Repeat.
Reactions: Dodge, block, counter.
Speed: Very fast. Motion blur visible.
Sound Effects: Strike thuds, footwork, labored breathing.
Soundtrack: 140+ BPM, drum-driven.
Duration: 3-4s. High energy.Two swordsmen, medium distance.
First Exchange: Slow, tentative strikes. Assessing.
Escalation: Faster strikes. Increased strike rate.
Peak: Rapid clash sequence. Sparks.
Sound Effects: Metal clangs, heavy breathing.
Soundtrack: Dramatic, intentional, building.
Duration: 4-6s. Power and precision.Three warriors, free-for-all.
Opponent A vs B, C tries to join.
Action: Fast, chaotic, cross-strikes.
Camera: Quick cuts across multiple angles.
Sound Effects: Simultaneous strikes, chaotic footwork.
Soundtrack: Fast, exciting, sense of disorder.
Duration: 3-5s. High-energy chaos.For longer fights (6s+), create rhythm changes:
- Opening: Slow build (1s)
- Escalation 1: Increase speed (1s)
- Escalation 2: Increase strike rate (1-2s)
- Peak: Fastest speed (1s)
- Breath Moment: Pause, reset (0.5s)
- Final Escalation: Last exchange or finish (1s)Light Strike: Opponent shakes head, returns to stance. No real impact.
Medium Strike: Opponent steps back 1-2 steps. May lose focus.
Heavy Strike: Opponent is staggered or knocked down. Fall animation. Slow recovery.
Knockout: Opponent on the ground. Possibly unconscious. May need help getting up.If generating multiple consecutive fights (a fight series):
- Keep the same character models (use @material reference)
- Keep the same location or environment
- Keep the same fight style and techniques
- Show progression in subsequent fights (fatigue, injuries, learning)| Problem | Cause | Solution |
|---|---|---|
| Fight looks slow and weak | Lack of impact reactions; movement too scattered | Add "visible impact"; "opponent reaction" |
| Unclear who is winning | No indication of advantage or disadvantage | Show one opponent overwhelming or outdefending the other |
| Weapons look light or plastic | No weight cues or collision reactions | Add "weapon has weight"; "collision reaction" |
| Camera work is confusing | Too many angles or inconsistent perspective | Simplify to tracking or orbiting; avoid over-cutting |
| Sound effects are out of sync | Sound and impact are not well-aligned | Specify "impact synced to sound effect" |
| Fight shows too much or too little | Prompt is unclear on duration or rhythm | Explicitly specify seconds and rhythm changes |
Standard Fight:
Two opponents, [Fight Style]. [Environment].
Rapid exchanges. Visible impact. Big reactions.
Camera tracking. Soundtrack [Fast/Slow].
[3-4s]. [High/Medium] energy.
Multi-Character:
Three opponents, chaotic free-for-all.
Simultaneous strikes. Quick-cut camera.
High energy. No breaks. [3-5s].
Advanced Trick:
One character performs complex trick.
Slow motion emphasizes precision.
Environmental reaction (dust, debris).
[2-3s]. [Precision-driven].