MARTIAL ARTS SPARRING GENERATOR
Use IMAGE 1 as CHARACTER 1.
Use IMAGE 2 as CHARACTER 2.
ATTACK OVERRIDE:
Optional. User may enter either a numbered exchange or a specific martial arts attack.
If a numbered exchange is entered, use that full exchange exactly.
If a specific attack is entered, CHARACTER 1 uses that attack and CHARACTER 2 randomly prepares a functional matching block, guard, parry, shield, check, or redirection.
If no override is entered, randomly select one full exchange from the list.
Aspect Ratio: 16:9 widescreen horizontal composition.
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FIRST STEP: PRE-RENDER SELECTION LOCK
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Before generating, composing, posing, lighting, framing, or rendering anything, complete the full selection process first.
The generator must lock exactly one choice from each mandatory category before any visual decision is made:
1. one camera angle
2. one pre-matched exchange
3. one dojo / arena
4. three, four, five, or six decoration details
5. one lighting mood
6. zero or one atmospheric modifier
7. two, three, or four action effects
These locked choices are the only active options in the prompt.
After the choices are locked, every unchosen option becomes completely inactive.
Unchosen options are nonexistent.
Unchosen options have zero influence.
Unchosen options must not affect the image.
Unchosen options must not appear in the image.
Unchosen options must not influence posing.
Unchosen options must not influence anatomy.
Unchosen options must not influence camera angle.
Unchosen options must not influence setting.
Unchosen options must not influence lighting.
Unchosen options must not influence action effects.
Unchosen options must not be blended, borrowed from, partially used, substituted, simplified into, implied, echoed, or visually referenced.
The final image must be generated as if the prompt only contained the locked selections.
The locked pre-matched exchange controls the entire action.
The locked attack is the only attack.
The locked defense is the only defense.
The locked future collision point is the only future collision point.
The locked camera angle controls the entire composition.
The locked dojo / arena controls the entire location.
The locked decoration details control the entire background detail set.
The locked lighting mood controls the entire lighting design.
The locked atmospheric modifier controls the entire atmosphere if one is selected.
The locked action effects control the entire motion presentation.
Do not create a generic punch.
Do not create a generic kick.
Do not create a random attack.
Do not create a random defense.
Do not add a second attack.
Do not add a second defense.
Do not replace the locked exchange with a simpler move.
Do not replace the locked camera angle with a default angle.
Do not replace the locked setting with a default dojo.
Do not let any unchosen option affect the pose, camera, setting, lighting, effects, atmosphere, anatomy, action, or composition.
The generator must know the locked move, locked defense, locked future collision point, locked camera angle, locked setting, locked decorations, locked lighting, locked atmosphere, and locked action effects before rendering any character pose.
Rendering may begin only after all locked selections are complete.
Create an epic, high-tension martial arts sparring illustration.
CHARACTER 1 is attacking.
CHARACTER 2 is defending.
The scene happens one split-second BEFORE impact.
The attack has not landed.
The defense has not touched the attack.
The strike and defense are aligned on a clear collision path, but there is still a small visible gap between them.
Both characters must remain clearly recognizable from their reference images.
Preserve each character’s:
* face shape
* hairstyle
* hair color
* eye color
* skin tone
* body type
* gender presentation
* proportions
* personality vibe
* signature colors where possible
* species traits, ears, horns, tails, markings, or other nonhuman features if present
Do not merge them.
Do not swap their identities.
Do not redesign them into different people.
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HIGHEST PRIORITY RULES
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The most important requirement is clear pre-impact alignment.
Priority order:
1. Strike and defense are clearly about to connect
2. Small visible gap between strike and defense
3. Clean anatomy and limb integrity
4. Eye contact and character interaction
5. Dynamic motion and tension
6. Environment, lighting, and decorative style
These priorities override flashy posing, exotic techniques, extreme camera angles, and decorative effects.
EYE CONTACT RULE:
CHARACTER 1 and CHARACTER 2 must look directly at each other’s eyes.
Both faces must be oriented toward each other.
Neither character may look at the camera, stare away, or look randomly off to the side.
PRE-IMPACT ALIGNMENT RULE:
The strike must be on a clear collision path toward CHARACTER 2.
The defense must already be placed directly in that strike path.
The strike and defense must aim at the same future collision point.
There must be a small visible gap between the attacking limb and defending guard.
The gap must be narrow enough to show imminent collision.
The gap must be clear enough to prevent fused limbs, tangled anatomy, or contact-zone artifacts.
No actual impact.
No touching limbs.
No strike already landing.
No strike passing the defense.
No near miss.
No disconnected action.
No unrelated poses.
No ambiguous alignment.
No block placed away from the strike.
If the selected exchange is spinning, jumping, flying, or acrobatic:
* the strike path must remain clear
* the defending guard must remain clear
* the small pre-impact gap must remain visible
* clarity overrides flashiness
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ANATOMY-SAFE PRE-IMPACT RULE
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Show speed, force, and tension without corrupting the bodies.
Show imminent force through:
* braced posture
* weight shift
* recoil preparation
* muscle tension
* cloth movement
* hair movement
* dust bursts
* floor cracks
* sliding feet
* flying petals, leaves, smoke, or debris
* speed lines around the motion path
* background motion blur
* environmental reaction
At the future collision point:
* one clear attacking limb
* one clear defending limb or guard
* one small visible gap
* no touching limbs
* minimal limb overlap
* clean silhouettes
* visible joint logic
* clean hands and feet
The actual body parts must remain solid, singular, and anatomically correct.
No duplicated arms, duplicated legs, ghost limbs, smeared limbs, melted hands, warped feet, fused fingers, broken wrists, broken ankles, impossible elbows, impossible knees, or mystery anatomy near the future collision point.
Motion blur may affect the background, clothing, hair, dust, petals, smoke, and speed lines, but not the structural shape of hands, feet, arms, or legs.
For both characters:
* exactly two arms
* exactly two legs
* exactly two hands
* exactly two feet
* exactly five fingers per visible hand
* correct shoulder, elbow, wrist, hip, knee, and ankle structure
If a pose, camera angle, attack, or defense creates anatomy artifacts, simplify it immediately.
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OUTFIT RULES
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Dress each character according to their apparent gender presentation.
If the character appears male:
* shirtless
* traditional gi pants
* martial arts belt or sash
* barefoot or martial arts foot wraps
If the character appears female:
* fitted athletic sports bra
* fitted athletic martial arts shorts
* barefoot or martial arts foot wraps
Outfits must be practical, athletic, and combat-ready.
Use colors inspired by the character’s original palette.
Do not add armor unless a nonhuman feature requires special accommodation.
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MANDATORY SELECTION LISTS
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The lists below are selection menus only.
Use them only during the FIRST STEP: PRE-RENDER SELECTION LOCK.
After locked choices are made, all unchosen list items become nonexistent and have zero visual influence.
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MANDATORY CAMERA SELECTION
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Select exactly ONE camera angle from this list:
* medium-distance three-quarter action shot
* clear diagonal action shot
* low-angle three-quarter shot
* high-angle three-quarter shot
* over-the-shoulder attacker shot with full limb readability
* over-the-shoulder defender shot with full limb readability
* close pre-impact shot with both limbs fully visible
* near-floor three-quarter shot
* wide cinematic action shot with clear limb separation
* off-center action composition
* centered duel composition with strong depth and limb separation
The camera must show:
* depth
* diagonal body placement
* visible separation between both torsos
* visible separation between the attacking limb and defending guard
* a clear future collision point
* a small visible gap between strike and defense
* both faces oriented toward each other
The selected camera angle must be visibly present in the final image.
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MANDATORY PRE-MATCHED EXCHANGE SELECTION
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Before generating, select exactly ONE complete exchange from this list.
The selected exchange controls both the attack and the defense.
Do not choose the attack and defense separately.
Do not invent a different exchange.
Do not combine multiple exchanges.
Do not substitute an unspecified strike or vague defense.
The final image must clearly depict the selected exchange one split-second before contact.
After the exchange is locked, every unselected exchange becomes nonexistent and must have zero influence on the final image. Do not borrow limbs, attacks, defenses, poses, timing, camera logic, motion logic, or future collision points from any unselected exchange.
EXCHANGE OPTIONS:
1. CHARACTER 1 attacks with a spinning backfist.
CHARACTER 2 prepares a compact high guard.
Future collision point: backfist aimed just short of raised forearms.
2. CHARACTER 1 attacks with an overhand punch.
CHARACTER 2 prepares a braced two-arm guard.
Future collision point: fist aimed just short of crossed forearms.
3. CHARACTER 1 attacks with a shovel hook to the body.
CHARACTER 2 prepares a low elbow shield.
Future collision point: fist aimed just short of lowered elbow-and-forearm guard.
4. CHARACTER 1 attacks with an uppercut.
CHARACTER 2 prepares a downward palm parry.
Future collision point: rising forearm/wrist line aimed just short of the defender’s palm.
5. CHARACTER 1 attacks with a palm-heel strike.
CHARACTER 2 prepares a crossed-arm guard.
Future collision point: palm aimed just short of crossed forearms.
6. CHARACTER 1 attacks with a knife-hand strike.
CHARACTER 2 prepares a Karate outside block.
Future collision point: knife-hand aimed just short of the defender’s outer forearm.
7. CHARACTER 1 attacks with a hammerfist.
CHARACTER 2 prepares a high guard.
Future collision point: hammerfist aimed just short of the raised forearm shield.
8. CHARACTER 1 attacks with an elbow slash.
CHARACTER 2 prepares a tight elbow shield.
Future collision point: elbow aimed just short of elbow-and-forearm guard.
9. CHARACTER 1 attacks with a downward elbow.
CHARACTER 2 prepares a braced two-arm overhead guard.
Future collision point: elbow aimed just short of both raised forearms.
10. CHARACTER 1 attacks with a flying knee.
CHARACTER 2 prepares a compact two-arm body shield.
Future collision point: knee aimed just short of the defender’s forearms in front of the torso.
11. CHARACTER 1 attacks with a teep / front push kick.
CHARACTER 2 prepares a low forearm scoop guard.
Future collision point: foot aimed just short of the defender’s forearms.
12. CHARACTER 1 attacks with a hook kick.
CHARACTER 2 prepares a high forearm guard.
Future collision point: heel/ankle aimed just short of the defender’s raised forearm.
13. CHARACTER 1 attacks with an axe kick.
CHARACTER 2 prepares a two-arm overhead guard.
Future collision point: descending heel aimed just short of crossed raised forearms.
14. CHARACTER 1 attacks with a crescent kick.
CHARACTER 2 prepares an outside forearm guard.
Future collision point: foot/shin aimed just short of the defender’s outside forearm.
15. CHARACTER 1 attacks with a spinning hook kick.
CHARACTER 2 prepares a high two-arm guard.
Future collision point: heel aimed just short of both raised forearms.
16. CHARACTER 1 attacks with a question-mark kick.
CHARACTER 2 prepares a high guard.
Future collision point: shin/instep aimed just short of the raised forearm shield.
17. CHARACTER 1 attacks with a stop-kick style thrust.
CHARACTER 2 prepares a low crossed-arm guard.
Future collision point: foot aimed just short of crossed forearms.
18. CHARACTER 1 attacks with Capoeira meia lua de compasso.
CHARACTER 2 prepares a high two-arm guard.
Future collision point: arcing heel aimed just short of raised forearms.
19. CHARACTER 1 attacks with Capoeira armada.
CHARACTER 2 prepares an outside forearm guard.
Future collision point: spinning foot/shin aimed just short of the defender’s forearm.
20. CHARACTER 1 attacks with Savate chasse.
CHARACTER 2 prepares a braced two-arm guard.
Future collision point: foot aimed just short of both forearms.
21. CHARACTER 1 attacks with Wing Chun straight blast.
CHARACTER 2 prepares a pak sao parry.
Future collision point: incoming forearm/wrist line aimed just short of the defender’s palm.
22. CHARACTER 1 attacks with Jeet Kune Do stop kick.
CHARACTER 2 prepares a low shin/forearm guard.
Future collision point: foot aimed just short of shin/forearm shield.
23. CHARACTER 1 attacks with Baji Quan shoulder-driven strike.
CHARACTER 2 prepares a braced two-arm body guard.
Future collision point: shoulder/upper arm aimed just short of the defender’s forearms.
24. CHARACTER 1 attacks with Silat angular elbow strike.
CHARACTER 2 prepares a compact elbow shield.
Future collision point: elbow aimed just short of elbow-and-forearm guard.
25. CHARACTER 1 attacks with Kalaripayattu leaping kick.
CHARACTER 2 prepares a high two-arm guard.
Future collision point: foot/shin aimed just short of both raised forearms.
26. CHARACTER 1 attacks with Bokator elbow.
CHARACTER 2 prepares a tight forearm shield.
Future collision point: elbow aimed just short of forearm shield.
27. CHARACTER 1 attacks with Superman punch.
CHARACTER 2 prepares crossed forearms.
Future collision point: fist aimed just short of crossed-arm guard.
The chosen exchange must use:
* one clear attacking limb
* one clear defending limb or guard
* one readable future collision point
* one small visible gap
* no touching limbs
* no extra limbs
* no ambiguous overlap
* no unrelated posing
The selected defense must be placed directly on the path of the selected attack.
The future collision point must be obvious before any motion effects are added.
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MANDATORY DOJO / ARENA SELECTION
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Select exactly ONE setting from this list:
* traditional indoor dojo
* tatami dojo
* lacquered wood dojo
* moonlit shoji dojo
* incense-filled dojo
* old weathered dojo
* temple courtyard
* shrine courtyard
* monastery training ground
* cliffside temple platform
* garden dojo
* koi pond dojo
* lotus pond platform
* waterfall arena
* riverside pavilion
* floating platform over reflective water
* bamboo forest platform
* forest shrine clearing
* mountain summit training ground
* snowy mountain dojo
* rooftop dojo
* palace courtyard
* ceremonial tournament hall
* lantern festival arena
* spring blossom dojo
* autumn maple courtyard
* rain-soaked training ground
* ruined ancient dojo
* overgrown temple ruins
* mythic dragon courtyard
* modern luxury dojo
* glass-walled city dojo
* urban rooftop sparring platform
* subtle cyber-dojo with traditional elements
* underground cinematic fight dojo
* resort dojo with ocean view
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MANDATORY DECORATION SELECTION
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Select exactly THREE, FOUR, FIVE, or SIX decoration details from this list:
* shoji screens
* torii gates
* hanging lanterns
* calligraphy scrolls
* carved wooden pillars
* silk banners
* incense smoke
* koi ponds
* lotus flowers
* bonsai trees
* bamboo groves
* stone lanterns
* flower petals
* maple leaves
* rain puddles
* reflecting pools
* moonlight on water
* dragon carvings
* guardian statues
* weapon racks
* training dummies
* tea set on a low table
* ceremonial drums
* paper decorations
* mossy stones
* bridges
* candles
* fireflies
* drifting mist
* snow dust
* festival ropes or streamers
Do not use fewer than three.
Do not use more than six.
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MANDATORY LIGHTING SELECTION
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Select exactly ONE lighting mood from this list:
* warm lantern glow
* moonlight
* sunset backlight
* sunrise beams
* candlelight
* storm-lit drama
* misty dawn light
* cool blue night light
* golden temple light
* reflected water light
* soft garden ambient light
* dramatic spotlighting
* subtle neon reflections
* volumetric beams through screens or trees
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MANDATORY ATMOSPHERIC MODIFIER SELECTION
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Select exactly ZERO or ONE atmospheric modifier from this list:
* drifting petals
* falling leaves
* light rain
* heavy rain
* drifting snow
* fog
* incense haze
* wind-blown banners
* fireflies
* dust in sunlight
* rippling water reflections
* thunderstorm energy
If no atmospheric modifier is used, use none.
Do not invent a different one.
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MANDATORY ACTION EFFECT SELECTION
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Select exactly TWO, THREE, or FOUR action effects from this list:
* speed lines around the strike path
* background motion blur
* cloth snap
* hair movement
* sweat spray
* dust burst
* petals or leaves blasted outward
* cracked floor or stressed tiles
* sliding feet
* ripples in nearby water
* shaking lanterns
* fluttering banners
* disturbed smoke or incense
Do not use fewer than two.
Do not use more than four.
Do not apply motion blur directly to hands, feet, arms, legs, wrists, ankles, elbows, or knees.
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FACIAL EXPRESSIONS
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CHARACTER 1:
* intense
* focused
* determined
* aggressive but controlled
* eyes locked on CHARACTER 2
CHARACTER 2:
* concentrated
* braced
* anticipating impact
* skilled and composed under pressure
* eyes locked on CHARACTER 1
This is a serious sparring contest, not a lethal fight.
No blood, gore, or severe injury.
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STYLE AND QUALITY
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MASTERPIECE, ultra high-resolution artwork, premium cinematic action illustration, dynamic martial arts poster, AAA key art quality, anime-inspired semi-realistic action art, breathtaking composition, dramatic lighting, physically grounded movement, crisp anatomy, intense motion, powerful pre-impact tension, professional concept art quality, high-detail character rendering, expressive faces, beautiful environment design, rich atmosphere, 8K HDR, polished final artwork.
The final image should feel like a climactic martial arts anime movie poster or premium fighting game splash art frozen one split-second before impact.
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FINAL EXECUTION RULES
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Use the full 16:9 horizontal canvas to keep both fighters, the attacking limb, defending guard, and small pre-impact gap readable.
The output must clearly show:
* the selected camera angle
* the selected pre-matched exchange
* the selected dojo / arena
* the selected decorations
* the selected lighting mood
* the selected action effects
The viewer must instantly understand:
1. CHARACTER 1 is attacking.
2. CHARACTER 2 is defending.
3. The strike and defense are about to connect.
4. A small visible gap remains between them.
5. The characters are visually engaged with each other.
Keep the future collision zone clean:
* one clear attacking limb
* one clear defending limb or guard
* one readable future collision point
* one small visible gap
* minimal overlap
* no anatomy corruption
Do not obscure the attack or defense behind excessive effects.
Do not crop out a key limb if it makes the action unreadable.
Do not make the scene look like posing.
Do not allow the strike and defense to touch.
If anything threatens pre-impact alignment, anatomy, readable defending arms, readable striking limbs, or eye-line interaction, simplify it.
Prioritize novelty, clarity, tension, functional defense, clean anatomy, and visual drama.
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NEGATIVE PROMPT
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low quality, blurry, muddy details, bad anatomy, broken anatomy, impossible joints, extra limbs, extra hands, extra feet, missing limbs, fused fingers, malformed hands, malformed feet, broken wrists, broken ankles, twisted feet, distorted faces, duplicate characters, swapped identities, merged characters, wrong hair, wrong eye color, wrong skin tone, wrong body type, wrong outfit rules, shirt on male character, gi top on male character, dress, skirt, unnecessary armor, random weapons, swords, guns, grappling, throws, takedowns, submissions, pins, chokes, joint locks, ground fighting, blood, gore, severe injury, passive posing, weak action, unclear alignment, unclear defense, attack missing, stiff pose, empty background, dull dojo, plain room, cluttered composition, excessive effects obscuring the action, text, watermark, logo, signature, AI artifacts, plastic skin, uncanny face, looking away from opponent, eyes not tracking opponent, no eye contact, staring at camera, disconnected action, nonfunctional defense, defense not in strike path, strike passing under defense, strike passing over defense, strike beside defense, unclear future collision point, near miss, attack not aimed at defense, misaligned guard, unreadable defense, actual impact, touching limbs, strike already landed, limb collision, contact impact, fused contact point, extra elbows, fused arms, doubled arms, mangled forearms, broken defensive pose, impossible guard anatomy, tangled arms, malformed wrists, disconnected hands, mystery limb shapes, broken limbs, broken legs, duplicated kicking leg, duplicated striking arm, ghost limbs, ghost arms, ghost legs, duplicated motion limbs, unreadable limb overlap, hidden elbows, hidden wrists, fused forearms, fused legs, extra defending arm, extra defending hand, arm blob, limb blob, impossible torso twist, impossible balance, overcomplicated defense, messy guard, unreadable guard, future-collision-zone artifacts, broken pre-impact anatomy, distorted strike limb, distorted defending limb, deformed hands near future collision point, deformed feet near future collision point, extra limbs near future collision point, duplicated limbs near future collision point, doubled hands near future collision point, doubled feet near future collision point, fused anatomy near future collision point, limb smear, hand smear, foot smear, anatomy corruption, messy future collision zone, tangled pre-impact limbs, unreadable pre-impact anatomy, broken strike silhouette, broken defense silhouette, generic punch, generic kick, basic punch, basic kick, random punch, random kick, unrelated punch, unrelated kick, one-punch syndrome, one-kick syndrome, blended exchange, multiple exchange blend, unchosen attack, unchosen defense, unselected move appearing in final image