2D Anime Action Cut (Sora 2)
A single anime action cut with real animation grammar: impact frames, smears, held poses and speed-line backgrounds — not a 3D render wearing an anime filter.
Prompt variables
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2D anime action cut: {{character_description}} {{action_beat}} — for example, drawing a blade and deflecting a projectile, or launching into a rooftop leap. Traditional hand-drawn TV anime style: crisp lineart, flat cel shading with two shadow tones, painted background.
Animation grammar (the important part): the motion uses real anime techniques — a held anticipation pose for a beat, then explosive acceleration with smear frames and a brief impact frame (one or two frames of high-contrast graphic flash) at the moment of contact, the background switching to abstract speed lines during the fastest movement, then a dramatic held final pose with only hair and clothing continuing to settle. Camera: one dynamic angle for the whole cut — {{camera_angle}} (low angle looking up, or a diagonal dutch angle) — with a fast push-in synced to the impact. Lighting: dramatic rim light in {{rim_color}}, color palette {{palette}}. Sound: a sharp motion whoosh, one hard impact hit, cloth settling; no music.
Notes:
- Naming the techniques (smears, impact frames, speed-line backgrounds, held poses) is what pulls genuine 2D timing out of the model. Without them you get smooth, floaty, evenly-timed motion — the instant giveaway of fake anime.
- One action beat per cut, exactly like storyboarded anime: anticipation → strike → settle. Chain cuts for a sequence.
- "Flat cel shading with two shadow tones" fights the drift toward 3D-render shading, the most common failure mode.
- The settle at the end (hair, jacket hem) makes the held pose feel animated rather than frozen — always include a cloth or hair element in {{character_description}}.
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