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云海断桥女剑客大战白骨昆虫机甲

Cloud Sea Broken Bridge: Swordswoman vs. Bone Insect Mecha

云海断桥女剑客大战白骨昆虫机甲,使用同名原始提示词配对并提供中英文版本

云海断桥女剑客大战白骨昆虫机甲 — AI video creation
云海断桥女剑客大战白骨昆虫机甲

提示词 / Prompt

中文提示词

Seedance 2.5 Prompt 🔽 【Reference】 图片1=女主唯一人物身份与服装参考。 图片2=唯一场景参考:悬空残破东方古桥、云海深渊、断崖、残栏、巨型锁链、远处古建筑。 图片3=唯一敌人:白骨昆虫机甲,龟裂白骨甲、黑色机械组织、双镰、多肢、触须、残翼、胸腔暖金核心。 严格保持以上角色、服装、敌人、武器、场景一致,全程不换人、不换武器、不切换地点。 30s,16:9,CG国风黑暗奇幻史诗战斗,8K HDR,60fps。纯动作流,无台词、无字幕、无UI、无慢动作、无定格。 女主=黑红金东方女剑客,重剑轻用、瞬步换位、贴身压迫、借力打力、精准破防。巨剑挥动产生高密度红金液态剑气、暗红流光、金火星。 敌人=白骨昆虫机甲,双镰俯冲、多肢夹击、桥侧攀附、空中折返、胸甲护核、核心过载暴走。高速移动产生黑白机械流体、冷白碎火、电弧与暗金核心光。 战斗必须势均力敌,双方持续反击,禁止单方面碾压。 0-3s: 第一秒直接开打。机甲从桥侧右上高速俯冲,双镰交叉斩头颈;女主拖巨剑冲锋,贴地滑步横斩。巨剑与双镰正面硬碰,强白闪光+三层冲击涟漪+环状冲击波,石板炸裂。双方贴身连续反斩、格挡、回劈、扫腿,眼神始终锁死。 3-10s: 女主红金瞬步连续横斩、斜切、旋身回斩;机甲双镰连续格挡,踏护栏侧翻,倒挂桥侧滑行后重新扑回桥面。二者从桥面打到桥栏、桥侧和半空。女主蹬断石柱跃起,半空格挡第三肢突刺,转体巨剑反劈,削碎机甲肩侧骨甲。桥栏和石柱持续崩裂。 10-18s: 双方0.2秒快速凝能后正面对撞,红金剑气与黑白冲击脉冲炸开,巨链剧烈震荡。机甲突然改变节奏,以双镰+第三肢+长尾同时进行上中下三路压制。女主连续格挡但巨剑短暂被锁住,被逼至断桥缺口,脚下桥体大片塌陷,单膝滑向深渊。 18-22s: 女主抓住垂落巨链侧荡躲过贯刺,鞋尖蹬桥壁高速反弹回桥面。她假装正斩胸甲,诱使机甲收拢防御,瞬间发现左肩连接件弱点。重压胸甲→低身滑入左侧→斜上回斩,击碎左肩连接件,再短促横斩翼根联动位。骨甲爆裂,机甲动作首次紊乱。 22-25s: 机甲核心过载暴走,胸腔暖金光暴涨,残翼高频折返,以双镰、长尾、俯冲连续围杀。镜头贴女主背后高速追踪。双方完成暴雨般8连击:横斩→格挡→反刺→回劈→扫尾→偏闪→上挑→震退。女主瞬步、低身滑闪、借护栏反弹、空中回身化解攻击。铁链狂甩,碎石持续坠入云海。 25-28s: 女主借格挡反冲跃至高空,巨剑仅0.2秒凝聚极高密度红金能量。机甲从下方全力仰冲,双镰合拢。双方即将碰撞瞬间,女主0帧横移消失,连续从左后、右上、侧后进行三维高速穿梭斩击,红金残影形成多方向空间剑轨,把机甲核心防线彻底撕开。 28-30s: 俯瞰旋转高潮镜头。所有红金剑轨同时向机甲胸腔核心收束,形成巨型三维半月剑阵+球状能量漩涡+环形冲击波。女主从高空全力重劈,传奇巨剑正中暴露核心。 最强白光爆发。 白骨外甲大面积崩裂,黑白机械流体、冷白碎火向外爆散,双镰脱力坠落,机甲半跪失衡,核心逐渐熄灭。 女主重落桥面,震出巨大裂纹,单手持巨剑站定。黑发、裙摆、红色飘带被强风扬起,身后断桥持续崩塌,巨链震荡,碎石坠入翻涌云海。最后女主冷冷抬眼结束。 【物理与生命感】 每次攻击必须有屈膝、拧腰、转胯、重心变化和受击卸力。 发丝、裙摆、红布、触须、翼膜必须持续高速响应动作和风压。 命中必须产生白闪、冲击波、位移、碎甲、碎石。 场景破坏永久保留:护栏崩裂→石板开缝→桥面塌陷→石柱断裂→巨链震荡→断桥持续掉块。 流体55%+粒子25%+烟尘雾气碎屑20%。 禁止:血腥、断肢、斩首、穿透、UI、文字、水印、慢动作、定格、动作停顿、站桩对砍、单方面碾压、武器变形、角色变化、机甲变成普通机器人或虫子、穿模、武器穿身、动作无重心、面瘫、衣物静止、特效突然消失、场景自动复原、多余角色。

English prompt

Reference labels in the source mention Seedance 2.5; the gallery display model is MiniMax H3. Image 1 is the sole heroine identity/costume reference; image 2 the sole setting reference: suspended ruined Eastern bridge, abyss of clouds, cliffs, broken rails, enormous chains and distant ancient buildings; image 3 the sole enemy: cracked white-bone insect armour, black mechanical tissue, twin scythes, multiple limbs, antennae, torn wings and a warm-gold chest core. Preserve all identities, clothing, enemy, weapons and location without substitution. 30s, 16:9, CG Chinese dark-fantasy epic battle, 8K HDR, 60fps. Pure action, no dialogue, subtitles, UI, slow motion or freezes. The black/red/gold Eastern swordswoman uses a greatsword with agile weight, instant repositioning, close pressure, leverage and precise guard breaks. Sword swings create dense red-gold liquid energy, dark-red trails and gold sparks. The white-bone insect mech dives with crossed scythes, attacks with multiple limbs, clings to the bridge side, reverses in air, shields its core and overloads. High speed creates black/white mechanical fluid, cold-white sparks, arcs and dark-gold core light. Both continuously counterattack as equals, never one-sided domination. 0–3s: Fight immediately. Mech dives from upper right beside the bridge, scythes crossing toward head/neck; she charges dragging the greatsword and slides low into a horizontal slash. Direct clash: strong white flash, three impact ripples and a ring shockwave, stone slabs breaking. Close alternating reverse slashes, blocks, return chops and leg sweeps, eyes locked. 3–10s: Red-gold instant steps, horizontal, diagonal and spinning slashes; mech blocks with both scythes, vaults the rail, slides inverted along the side and leaps back. Fight moves across deck, rails, sides and air. She kicks off a broken pillar, airborne-blocks a third-limb stab, twists and chops shoulder bone armour. Rails and pillars keep breaking. 10–18s: Both charge energy for only 0.2s then collide, red-gold sword force and black/white pulses exploding as giant chains shake. Mech changes rhythm, attacking high/middle/low with scythes, third limb and tail. She blocks repeatedly but her sword is briefly trapped, pushed to the broken gap as the deck collapses; she slides on one knee toward the abyss. 18–22s: Grab a hanging chain, swing aside from the piercing attack, kick the bridge wall and rebound to the deck. Feint at chest armour to draw its guard, spot the left shoulder connector, pressure chest, slide low left, upward diagonal slash breaks the connector, then a short cross-slash at the linked wing root. Bone bursts and its movement becomes disrupted for the first time. 22–25s: Core overload flares warm gold, torn wings reverse rapidly, scythes/tail/dives surround her. Fast chase close behind her back. Eight rain-fast exchanges: cross-slash, block, counter-thrust, return chop, tail sweep, sidestep, rising cut, knockback. Instant steps, low slides, rail rebounds and airborne turns defeat the attacks. Chains whip and rubble falls into cloud. 25–28s: Rebound from a block into high air; sword concentrates dense red-gold energy for 0.2s. Mech charges upward with closing scythes. Just before collision she vanishes in a zero-frame lateral shift, traversing left-rear, upper-right and side-rear with 3D slashes; red-gold afterimages form multidirectional spatial sword trails tearing open its core defence. 28–30s: Rotating overhead climax: every trail converges on the chest in a huge 3D crescent sword array, spherical vortex and ring shockwave. She full-force chops the exposed core from above. Strongest white flash; bone shell shatters, black/white fluid and cold sparks erupt, scythes fall limp, mech half-kneels off-balance and core dims. She lands heavily, cracks the bridge, stands with sword in one hand, hair/skirt/red ribbons blown by wind. Bridge still collapses, chains shake, stones fall through churning cloud; finish with her cold upward gaze. Every strike has knee bend, waist/hip rotation, weight transfer and impact absorption. Hair, skirt, red cloth, antennae and wing membranes continually respond to motion/wind. Hits produce white flashes, shockwaves, displacement, armour/stone fragments. Destruction persists: rails broken, slab cracks, deck collapse, pillar failure, chain vibration, continuing rubble. Effects balance: fluid 55%, particles 25%, dust/fog/debris 20%. No gore, dismemberment, decapitation, penetration, UI/text/watermark, slow motion/freezes/pauses, stationary trading blows, domination, warped weapons, identity changes, ordinary robot/insect substitution, clipping, weapon-body intersection, weightless motion, blank expressions, still clothes, vanishing effects, resetting scenery or extra characters.

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