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Chipmunk Anime Fight Sequence

A 2D cel animated video depicts a chipmunk hero in a dynamic fight sequence against shadow crows. The scene transitions from a rooftop confrontation under a full moon to a dramatic mid-air clash and a triumphant catch of a golden acorn, all rendered in bold line art and flat colors. The animation evokes a classic Japanese TV anime aesthetic with energetic action and dramatic impact flashes.

Prompt

2D cel anime, clean bold lineart, flat colors, hand-drawn Japanese TV animation look. The [내 캐릭터 종류 - 예: chipmunk] in the attached image is the hero - this is a flat 2D cartoon drawing, animate it as traditional 2D animation. Enemies: [적 - 예: shadow crows], [적의 생김새 - 예: pitch-black flat silhouettes with glowing golden eyes]. No 3D, no photorealism, no CGI, no realistic fur texture. Total: 15s / 3 shots / 16:9. Shot 1: Wide low-angle shot, camera at ground level looking up. The hero keeps his exact standing pose from the reference image, now [장소 - 예: on a rooftop edge at night]; behind him the [적] sweeps across [배경 - 예: a huge full moon], the leader carrying [목표물 - 예: a giant glowing golden acorn]. Slow push-in toward him. Cut to Shot 2: Dutch angle at a 20-degree tilt, wide shot against the storm sky. The hero and the [적 리더], frozen mid-lunge in bold silhouette on opposite edges of the frame, linked by a pure speed-line background streaking between them; one crossing smear-frame strike flashes with sparks and afterimages, ending in a single white flash frame. Camera shudders with the impact. Cut to Shot 3: Close-up, low angle looking up. The hero catches the [목표물] at the instant of a one-beat monochrome inverted impact flash - cross-shaped highlight, white radial speed lines - snapping back to full flat color on the hero gripping it with a confident grin. Camera jolts once, then locks on this full-color freeze-frame. Audio: energetic Japanese rock anime opening theme, thunder, one deep impact hit on the catch. Constraints: no style change between shots, no facial redesign - keep the reference design, one action per shot, all effects drawn as flat 2D shapes, no on-screen text, no morphing.

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