Curated Prompt Vault
Spear vs Axe City Clash
[Genre] High-density 3D toon/cel look. In the same square of a vast open-world city, @1の槍使いと@2の大型救援斧使いが never lose fighting spirit, launching rapid attacks, ev…
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Curated Prompt Vault
[Genre] High-density 3D toon/cel look. In the same square of a vast open-world city, @1の槍使いと@2の大型救援斧使いが never lose fighting spirit, launching rapid attacks, ev…
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[Genre] High-density 3D toon/cel look. In the same square of a vast open-world city, @1の槍使いと@2の大型救援斧使いが never lose fighting spirit, launching rapid attacks, evasions, parries, and continuous counterattacks. Like in-game event scenes, you can simultaneously read the city's depth, weapon weight, speed, contact points, and recoil against your body. [Reference Images] @1は槍使いの顔, eye shape, iris color, hairstyle, hair color, costume, decoration, physique, silhouette, native color, actual physical features such as horns, tail, wings, and spear shapes and color schemes are the top priorities. @2は斧使いの顔, eye shape, irise, hairstyle, hair color, costume, decoration, physique, silhouette, unique color, and the shape and color scheme of the large rescue axe are the top priorities. Reference images are used only for people and equipment information; backgrounds, rooms, furniture, text, settings table UI, white background, poses, angles of view, framing, and split layouts are not reproduced. Both are maintained as the same people as in the reference image. The only things you can change are the natural movements of facial expressions, gazes, mouth, fighting posture, breathing, hair, costumes, and decorations. Averaging faces, mixing features, hair color swapping, costume swapping, weapon swapping, altering persons, cloning, and adding characters are all prohibited. [Character Adaptation] Backgrounds, props, architectural decorations, light, particles, reflections, color temperature, and sense of air are adjusted according to @1と@2の世界観, costume design, unique colors, and atmosphere. However, the unique colors of the two are not mixed; instead, they are kept distinguishable by the left and right lights and outline light. The city naturally integrates into the same world within the two settings, preventing bias toward one world. @1に尻尾がある場合は一本だけを腰後方へ連続接続し, synchronize your body rotation from the base to the tip. If there is no tail, do not add it; instead, the tail-using movements are replaced with spear hilts, hip rotations, stepping, and aerial posture control. Horns, wings, animal ears, and mechanical parts are only maintained as shown in the reference images, and do not multiply, move, detach, or become separate creatures. [Fixed Art Style] Movie-class key animation, high-quality composites, transparent lighting, and dense background art. Maintain a fine, delicate dark contour, two- to three-tier cel shading, soft mid-tones, multi-layered iris and jewel-like catchlight, and fine highlights along the hair strands. Draw cloth, embroidery, leather, metal, translucent blades, stone paving, and glass by varying reflections, roughness, and transparency. The main light is based on the evening slanting light, and the color temperature is adjusted to match the reference character. Generic 3D beautiful girl faces, thick black outlines, single-layer cel shadows, smooth plastic CG, low-density backgrounds, realistic or semi-realistic, mixed art styles, and muted colors are prohibited. [Weapon Locked] There is only one spear. He treats a single hard long shaft, spearhead, and stone tip as a single solid body, while both hands grip only the hilt. Only one axe. It consists of a single long handle, an axe fixed at the upper end, a large blade, a rear mechanism, and a stone protrusion at the bottom, maintaining the same closed shape throughout. I don't switch to a typical lumberjack axe, spear, halberd, or two-axe setup. Weapon transformation, deployment, launch, proliferation, fusion, softening, and switching weapons are prohibited. A short hit stop of about 0.1 seconds is applied at the moment of contact, synchronizing contact points, sparks, material sounds, and recoil from the body and the entire weapon. [Stage] Central Square in the same open-world city. Wide stone pavement, a main street lined with shops, steps, stairs, glass and stone buildings, metal arches, elevated walkways, panoramic towers, flags, street trees, and stopped traffic equipment are arranged. Architectural design, paving patterns, decorations, plants, sky colors, and lighting should match the character traits of @1 and @2. Maintain the positional relationships of light sources, buildings, stairs, paved lines, and distant towers, and avoid teleportation, background loss, or switching to another plaza. Readable signs, crowds, third-party fighters, text, subtitles, logos, and watermarks are all prohibited. [Camera and Combat Principles] All 8 cuts. Low over-shoulder medium shot, low side following, diagonal forward wide, short upward tilt following a jump, reverse side following after position swap, and finally a symmetrical two-person medium shot, all passed according to the cause and effect of the movement. Purposeless omni-orbit orbits are prohibited. The entire show is fast-paced in real time. Attack, physical reactions to the opponent, parry or evade, and use the recoil to connect counterattacks without interruption. Repositioning, long pushes, mid-air stops, long slow motion, and waiting at long distances are prohibited. [Action] Cut 1 @2が斧刃を床から完全に浮かせて低く沈み, rotate it wide diagonally and vertically just once. At the end of the lower half-circle, strike the outer base of the blade to a point on the stone pavement, producing sparks and stone fragments. With the momentum, he bounced the entire axe upward and connected it to the initial horizontal sweep. Don't drag the floor. Cut 2 @1が横薙ぎの内側へ踏み込み, a high-speed mid-level thrust with a spear. @2は斧頭外縁と柄上部で槍頭を外へ流し, connect to a lower horizontal sweep in the opposite direction. @1は槍柄で斧柄を一度だけ受け, transfer the momentum to the next body rotation. Cut 3 @2が斧全体を床すれすれへ大きく薙ぐ. @1は低い開脚スライドで刃の下を抜け, he touched the spear's stone tip to the floor and lifted his body with the recoil. Without letting go of the spear, he spun forward once, crossed over @2's head, landed on both feet on the opposite side, and absorbed the impact with his knees. If a tail is present, a continuous arc is drawn from the base to the tip to balance the rotation. Cut 4 @1は着地反動から背後へ槍を水平に振る. @2は振り返りながら斧柄中央で受ける. @1に尻尾がある場合は, from a reverse rotation, the tail strikes the center of the axe handle once, then releases immediately without wrapping around it. If it has no tail, it is replaced with a short follow-up attack using a spear thrust. @2は横反動へ逆らわず, connect the entire weapon diagonally upward to the reverse. Cut 5 @1は斜め上の斧を槍頭側面で外へ弾き, jump sideways. Rotate the body and spear around a single center of gravity, performing a single side somersault without a pivot. At the moment of upward flipping, the spearhead side is briefly pressed inward of the axe blade to derail the path and land on both feet. Do not rotate only the spearhead independently. Cut 6 @2が頭上から斜め下へ斧全体を叩き込む. @1は斜め前へ低くスライドして回避する. If a tail is present, it is flicked low along the stone pavement to @2の前足首外側へ一度だけ当てる. If it has no tail, it uses the spear's stone prongs to keep its feet in check. @2は後脚と斧の石突で重心を支え, from the landing recoil, the entire axe returns to a horizontal sweep. @1は槍を両手で水平に構えて受け流す. Cut 7 @1が中段突きから槍を引き戻し, he connects with a two-stage attack aimed at the chest with a stone thrust. @2は第一撃を斧刃内側で払い, he receives the second strike at the center of the axe handle, pushing back and sweeping it wide in the opposite direction. @1は上体を低く沈めて刃の下を抜け, I thrust the spearhead back to the side of @2. @2は半歩だけ軸足を滑らせ, he flicked the spearhead outward with the axe handle. The two maintained close range and fixed their gaze on each other, entering their final simultaneous steps without making a long pause. Cut 8 The two of them stepped deeply from both sides at the same time. @1