Duration: 15 seconds. Aspect ratio: 16:9 (series standard). Mode: R2V. Shot count: Five shots with four hard cuts, following the twelve-panel storyboard: SHOT 1 (0:00–0:02) lateral tracking / SHOT 2 (0:02–0:06) static medium two-shot / SHOT 3 (0:06–0:10) low over-the-shoulder / SHOT 4 (0:10–0:13) ground-level profile / SHOT 5 (0:13–0:15) low-angle tight push-in. Reference assignments: Image 1 (katana prop sheet) — Rogue Viper's katana: gently curved polished steel blade with visible hamon line, black silk-wrapped grip with gold diamond menuki, engraved round brass-gold tsuba, black lacquered scabbard with gold-fitted cord wrap. This exact sword appears in every frame it's visible. Image 2 (pistol and holster prop sheet) — matte black 9mm pistols with threaded muzzles, carried in the black leather twin drop-leg holster harness strapped at Rogue Viper's waist and thighs. Both pistols remain fully holstered for the entire clip — never drawn, never fired. Image 3 (twelve-panel choreography storyboard) — staging, blocking, camera setups, cut points, and beat timing ONLY. The mannequin figures, sketch style, colored annotation lines, arrows, and lettering must not appear in the rendered clip. Image 4 (Rogue Viper v2 sheet) — identity + costume for Character B. Image 5 (Super Mei sheet, red star emblem) — identity + costume for Character A.Image 6 (Chaos Realm plate) — environment reference ONLY: terrain, palette, sky, and background elements, held consistent across all five shots. No characters or creatures from this plate appear in the clip. Both characters share the same actress's face, raven-black hair, and amber-hazel eyes — two costume variants of one identity facing each other. Spatial map and screen-direction lock: Character A (Super Mei) — screen-right side in every shot, facing screen-left. Character B (Rogue Viper) — screen-left side in every shot, facing screen-right. The 180-degree line runs between the two fighters and no camera setup crosses it: through all five shots and four cuts, A stays frame-right and B stays frame-left at every angle and scale. B's charge closes the gap within the first shot; from there the fight stays at blade range. They never swap sides or cross behind one another. Character A anchor — Super Mei (red star): Blue-and-red leather bodysuit with red star chest emblem, dark red cape, shoulder armor, red knee-high boots, dark hair with red-tinted ends. She keeps the same face, costume, and silhouette throughout all five shots. She fights bare-fisted; her fists and forearms are the only source of the energy effect. Character B anchor — Rogue Viper (v2): Black leather high-cut tactical suit with gold seam piping, mandarin collar with gold clasp, cross-chest strap with gold buckle, gold cobra-head belt buckle visible and unobscured at all times, thigh-high black boots with gold trim. The twin drop-leg holster harness from Image 2 is strapped at her waist and both thighs, one matte black pistol seated in each holster — both stay fully holstered, secured, and untouched for the entire clip; her hands never move toward them. The black lacquered scabbard from Image 1 rides diagonally across her back. She wields the Image 1 katana two-handed and one-handed per the choreography — the blade, tsuba, and grip match the prop sheet exactly in every frame. She keeps the same face, costume, and silhouette throughout all five shots. VFX contract — crimson energy (single hero effect): Deep crimson energy forms as a tight glow around Character A's closed fists and forearms, already lit at frame one. When she thrusts a palm forward, the glow concentrates into a single compact bolt that travels in a straight visible line, then bursts as a brief red flash with small sparks that fade within half a second. Blade-on-glow contacts — blocks, parries, the beat-down, and the final bind — each release a brief burst of small red sparks at the contact point, fading within half a second. The katana never cuts flesh and no blood appears; every blade contact lands on A's glowing forearms or empty air. The energy is always attached to A's hands between blasts and carries continuously across every cut. No free-floating aura, no full-body glow, no ambient red haze. Motion plan (per storyboard panels 1–12): SHOT 1 — fast lateral tracking with B's charge, already at speed (0:00–0:02 / panels 1–2): Cold open mid-action: B sprints at full stride, katana held low and trailing in one hand, scabbard on her back, holstered pistols visible at her thighs; A ahead at frame-right, fists already glowing (panel 1). A fires an immediate palm blast; B drops into a low slide beneath it, blade kept clear of the ground, the bolt bursting on the floor behind her with a brief red flash (panel 2). — CUT — SHOT 2 — static medium two-shot, chest height (0:02–0:06 / panels 3–5): B rises out of the slide directly into a rising diagonal cut; A leans back off-line, the blade passing clean (panel 3). B chains into a horizontal follow-through; A blocks it on a glowing forearm — red sparks at the blade-on-glow contact (panel 4). B steps through into a straight thrust; A twists and parries the flat of the blade aside with a glowing backhand sweep (panel 5). — CUT — SHOT 3 — low angle over B's shoulder, static (0:06–0:10 / panels 6–8): B's silhouette large in the left foreground, katana recovering to a diagonal guard, scabbard line across her back; A centered deep right, palm drawing back, glow flaring (panel 6). A fires the palm blast toward camera; B pivots tightly off-line, the bolt passing her shoulder and bursting behind the foreground (panel 7). B closes the gap out of the pivot, blade chambering over her shoulder; A squares her stance (panel 8). — CUT — SHOT 4 — ground-level side profile, static hold (0:10–0:13 / panels 9–10): B unleashes a spinning two-cut combination, first arc high, second low; A yields one stride, the first cut missing (panel 9). The second, low cut arrives at A's leading leg; A checks it by driving a glowing fist straight down onto the flat of the blade — sparks at the contact, the blade beaten toward the floor (panel 10). — CUT — SHOT 5 — low-angle close two-shot, push-in (0:13–0:15 / panels 11–12): Both figures towering above the lens. B wrenches the checked blade back up into a rising bind; A meets it with both glowing forearms crossing (panel 11). The katana's edge locks against A's crossed glowing forearms — a grinding bind, crimson sparks scattering from the single contact point, neither fighter yielding, held as the final position (panel 12). Camera plan: As above per shot — lateral track, static medium, static low OTS, static ground-level profile, low-angle push-in. Hard cuts, no transitions, no dissolves. Framing at each cut's head matches the storyboard's corresponding panel composition. Environment: Neutral dim warehouse-grey void — clean empty floor, no background elements, consistent across all five shots and every camera angle. Aesthetics: 35mm anamorphic, photoreal skin texture, natural film grain, no CGI/plastic look, no lens flares, no on-screen text. All combat stylized and bloodless. Lighting: Cool storm-purple ambient from the sky as the base key in every setup, with faint underlighting from the ground veins in the closer shots; Character A's crimson energy is the strongest and warmest accent in every frame, casting brief red bounce light on both characters during the blast, the deflections, and the final clash. Background lightning flickers add momentary fill but never overpower the fighters, in any of the five shots. Audio: Low rolling thunder in the far distance continuous across cuts, a faint crystalline hum from the ground veins, a deep resonant hum as energy forms, one sharp burst on the blast impact, two muffled suppressed gunshots with casings hitting rock, spark cracks on the deflections, boot scuffs and the skid of B's roll and charge, a dull heavy impact on the final blocked punch, no music, no dialogue.Continuity: A frame-right / B frame-left in all five shots — the 180-degree line is never crossed. Faces, hair, costumes, the red star emblem, the gold cobra-head belt buckle, the back scabbard, and the twin holstered pistols remain identical across every cut. Both pistols stay seated in their holsters in every frame — no draw, no shots. The katana matches Image 1 in every frame — blade, tsuba, grip, and scabbard never change design. A's glow state and both fighters' positions carry continuously across each cut boundary. Energy originates only from Character A's hands. Final frame: Low-angle tight two-shot — the katana's edge grinding against Character A's crossed glowing forearms in a locked bind, crimson sparks scattering from the contact point, both faces lit in red, eyes locked, the gold cobra buckle and holstered pistols catching the glow at frame bottom.