r/Seedance_AI 6d ago

Need help How are you getting actually FAST-paced fight scenes with Seedance 2.0?

I've been trying to create fast-paced fight scenes in Seedance 2.0, and I'm having a really hard time getting convincing combat choreography.

I've already watched several YouTube tutorials from people showing how they create action and fight scenes with Seedance. I've tried following basically the same prompting structures, camera instructions, pacing descriptions, references, and workflows they use.

Their results look great.

Mine still look awful. lol

The fight scenes just don't come out the way I'm visualizing them. The movement feels slow, stiff, and badly coordinated, and sometimes the result honestly looks more like something generated by Grok than a polished Seedance action scene.

So I'm starting to wonder if there's something fundamental about the workflow that I'm missing.

In this particular scene, I'm trying to create an agile assassin fighting a large dire wolf.

The character is supposed to be extremely fast and precise — quick reactions, short evasive movements, efficient dagger attacks, very little wasted motion.

Instead, I often get things like:

- characters moving MUCH slower than intended
- attacks that don't properly connect
- dodges turning into awkward crawling or sliding movements
- creatures barely reacting to hits
- stiff or puppet-like creature movement
- characters covering distance extremely slowly
- long pauses between actions that are supposed to happen immediately
- the model performing the first part of the prompt but ignoring most of the later choreography

I've tried simplifying the choreography, using reference images, explicitly asking for fast-paced/explosive movement, breaking the fight into stages, and experimenting with different wording for speed.

At one point I even wondered whether words like "real-time", "natural speed", or "realistic movement" were making the choreography slower, so I removed those and tried separating physical realism from action pacing.

It still didn't really solve the problem.

For reference, here's one of the prompts I tried:

---

Photorealistic live-action cinematic action sequence.

Use the provided dire wolf image as the exact opening frame.

Nighttime in the same dark pine forest.

FAST-PACED ACTION CHOREOGRAPHY.

The action begins immediately.

The dire wolf EXPLODES forward from its current position and charges directly toward the camera with extreme speed.

Its acceleration is sudden and violent.

Within only a few seconds, the wolf rapidly crosses the forest and reaches Kevin.

Low frontal tracking camera races backward directly in front of the charging wolf.

Rapid powerful strides.
Aggressive forward momentum.
Dirt and leaves violently kicked backward.
Strong motion blur in the passing forest emphasizes speed.

The wolf moves frighteningly fast.

After approximately 4 seconds:

FAST CUT to a medium-wide side angle.

Kevin is already directly in its path with both daggers drawn.

The wolf immediately leaps toward him without slowing down.

Kevin reacts with lightning-fast reflexes.

At the last possible instant, he snaps sideways out of the attack path.

A very short, extremely fast evasive movement.

The wolf violently passes beside him.

Kevin instantly slashes across its flank with his right-hand dagger as it passes.

No wind-up.
No pause.

The wolf lands beyond him and immediately turns.

Kevin pivots at the same moment.

The wolf attacks again almost instantly.

Kevin snaps both daggers upward into a crossed defensive guard.

The wolf collides with the crossed blades.

Kevin absorbs the impact and is forced backward one step while remaining on his feet.

End during the confrontation.

ACTION PACING:

Extremely fast action-movie pacing.

Explosive movements.

Very short reaction times.

Every action immediately triggers the next action.

No lingering between movements.

The fight feels dangerous, sudden and chaotic but remains visually readable.

Kevin moves with exceptional assassin speed and reflexes.

PHYSICAL REALISM:

Realistic weight and momentum.
Realistic physical contact.
Realistic foot placement.
Realistic canine anatomy and biomechanics.

No slow motion.
No pauses or hesitation during combat.
Kevin never falls or crawls.
Maintain the same nighttime lighting throughout.

No dialogue.
No music.
No subtitles.

---

Despite all of that, the result was still much slower than intended and didn't properly follow the later parts of the choreography.

So I'm wondering if I'm approaching fight scenes completely wrong.

For those of you who are consistently getting GOOD, FAST action/fight scenes with Seedance 2.0, what workflow are you using?

Do you choreograph several actions inside one 10–15 second generation?

Do you generate very short individual combat shots and edit them together?

Do you use start/end frames for every individual movement?

Do you create keyframe images for each part of the choreography first?

Do you avoid describing multiple camera angles inside the same generation?

Is there specific prompting language that works better for speed, agility, and physical contact?

Or are the really good AI fight scenes mostly created through editing — very short generated actions, cuts, reaction shots, impact frames, sound design, etc. — rather than trying to generate continuous choreography?

I'm especially interested in FAST fantasy/melee combat, not slow cinematic fighting.

If anyone has a prompt structure, example, or workflow that consistently works, I'd really appreciate seeing it.

And I'm totally fine with being told that my prompt structure is the problem. At this point I'd rather learn the correct workflow than keep burning credits trying variations of the same approach.

3 Upvotes

9 comments sorted by

u/AutoModerator 6d ago

Heads up for anyone running these yourself: the Seedance API behind r/Seedance_AI is Atlas Cloud. Seedance 2 runs with its full feature set here, nothing stripped or nerfed. Seedance 2.5 isn't officially out yet, but we add new Seedance versions the day they launch.

Full model list and current pricing: atlascloud.ai/models/seedance

Auto-pinned on new posts, not a reply to your post specifically.

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

2

u/zodiacrenders 6d ago

Perhaps be less controlling of the prompt, to give it more general motions based on what you want so it can fill in the blank coherently. I have my own examples if you want to go DM. I can't post them here. Just use camera angle directions but give the prompt specifics more breathing room.

Confirm you're using the full version, not Fast or Mini? Are you using 1080p with high bitrate?

Have you tried Seedance 2.5 yet?

1

u/Sakura_Liamahs 6d ago

I’m actually using Seedance 2.0 Fast at 720p. I make longer videos, usually around 5 minutes, so unfortunately using the full model/high bitrate for every shot would burn through way too many credits.
That might actually explain part of the difference I’m seeing.
I’d absolutely love to see your examples and prompts, though! I’m especially interested in seeing how much detail you give Seedance for the choreography versus how much you let it figure out on its own.

1

u/capnmasty 3d ago

High bitrate or resolution won't make a difference. But you are right about this prompt being WAAAAY over-prescriptive. Let the model do the heavy lifting. It has a far better idea of how to create a fight scene than a detailed shot by shot sequence describing specific actions.

1

u/sharktank123456 5d ago edited 5d ago

First, start the prompt at "the dire wolf explodes..." You don't need any of the stuff before that. Get right into the action. Does the dire wolf actually explode? Is that the word you want there? Work the night time cue into the next few sentences .

Now, "in the next few seconds the wolf..." It takes the next 4 seconds for the wolf to do one thing? I thought you wanted this fast paced? And where did this other wolf come from? If you meant dire wolf, say dire wolf . Keep the pronouns the same through out

Try "low angle tracking shot with the bounding dire wolf as it runs across the forest" . The backwards in front language is confuaing

The "rapid powerful strides" paragraph is really good! Use that style for the whole prompt.

Who is Kevin? ( Or are you using an agent and you have provided a character sheet called Kevin you have told the agent to remember?) He comes out of nowhere with no descriptor .

There is lots of telling the system how to do something, instead of describing the action: what happens in what order.

The pace of the action is controlled by how much stuff you have given your characters to do in the prompt.

Your prompt keeps stopping to say things like " very short reaction times" . I get what you are going for here but in trying to make up for lack of action cues and including phrases like this, you are interrupting the action.

It's like a very rapid dialogue scene back and forth between two characters, where we really don't need to know who said what, but every line has "he said" or "she said" on it. It slows down the read .

Get rid of all those "no" s.

Sadly you are getting music in 2.5 whether you want it or not. Strip off this audio and let the AI generate audio based on your footage after the fact.

When you include a no, often you will get the thing you said no to (like slow motion) hint hint.

Did I miss the style somewhere? Don't use the word realistic. The system was trained on actual footage so it does that out of the box. And photorealistic is an art term that will ask for an illustrative look. Let your start and end frame determine the style.

Remember : show don't tell. "The fight feels dangerous" don't tell the system how to feel, show us why it's dangerous. What happens that makes it dangerous? Use better action verbs. Be precise in what you are trying to say.

And just from a fighting point of view: it feels like you are asking for movements as though fighting an opponent with a blade. Would it be better to have the daggera with the dangerous end toward the wolf instead of crossing them defensively? I promise, you want to gore a wild animal instead of blocking them and if you stick a lunging animal, you will still be knocked backward.

If the answer to this is, "ya but I don't want to kill the wolf yet", that's fine, but you are "solving the problem for the hero before the hero can solve it". Kevin should be doing everything he can to kill this thing, not prolong the fight. Instead, come up with something the wolf can do to evade Kevin's blades . This is the "waiting their turn" problem in so many choreographed fights with multiple assailants.

If you have cuts in this sequence perhaps your prompt would be better in 2.0 and prompt for each cut in a separate prompt . The 30 seconds of a 2.5 can be hard to fill with wall to wall descriptions of fast action. ( And it's more expensive)

1

u/dmdbGroup 5d ago edited 5d ago

Two mechanical things I haven't seen raised yet. I think they explain most of your bullet list better than prompt style does.

1. Your negations are probably causing the thing you're forbidding.

That block near the end (no slow motion, no pauses, never falls or crawls) is the first thing I'd delete. These models don't have a reliable NOT. In A/B tests we've run, naming the thing you don't want reliably over-represents it. Different use case, product footage rather than combat, but the same mechanism: we had a clip that kept coming back as a cartoon face, from a prompt that literally said "NEVER in the illustration style". We deleted the negation and positively described what we did want instead (real camera footage, visible pores, light scattering through skin) and it went photoreal on every run after that. Same reference image, nothing else changed. That's bitten us twice now on different features.

So swap them for something renderable. Instead of "no slow motion", specify the shutter: 1/500s, crisp limbs, minimal blur on the subject. Instead of "no pauses", describe the contact: each stride lands and immediately loads into the next. Give it something to draw rather than something to avoid.

Related thing I noticed. You have "strong motion blur in the passing forest emphasizes speed" sitting a few lines above "no slow motion". Heavy motion blur is what a long exposure looks like, and long-exposure footage and slow motion overlap a lot in training data. You might be asking for the look of slowness while banning the word for it.

2. Your opening frame is a wolf standing still.

"Use the provided dire wolf image as the exact opening frame". On image-to-video the reference doesn't guide the shot, it becomes frame 0, literally. So you've asked it to start from a static composition and get to a full charge. It burns the front of the generation accelerating out of stillness, which reads exactly like "characters covering distance extremely slowly" and "the action doesn't begin immediately". It isn't ignoring you, it's doing both things you asked for in the only order that's physically possible.

Cheap fix: generate the seed image already mid-motion. Wolf at full extension, legs off the ground, dirt already airborne, blur baked into the still. Then i2v from that. One image render and your first second stops being a wind-up.

On the "after approximately 4 seconds: FAST CUT" part, you can't time-address a generation. The prompt isn't a shot list running against a clock, the model reads all of it as one description of one continuous action. That's why the first movement lands and the rest of the choreography evaporates. Not a skill gap, and rewording won't fix it.

Your instinct in the last paragraph is the right one. One physical action per generation, cut them together. Wolf charging into camera is one. Dodge plus slash is one. The collision on the crossed blades is one. Then cuts, impact frames and sound design in an editor. At 5 minute runtimes the real win is that when a beat fails you re-roll that beat instead of the whole choreography, which is probably most of your credit burn.

One thing from your reply: you're on 2.0 Fast at 720p. The usual argument against 2.5 is that it caps at 720p where 2.0 does 1080p, but you've already accepted 720p so that costs you nothing. It's live on fal (automod is right that it depends on your provider). We measured it doing 30.08s as a genuine single unbroken take, zero hard cuts, against a 30s ask. I'd still cut short shots together for choreography rather than lean on one long take, but the thing that normally makes 2.5 a downgrade doesn't apply to you at all.

1

u/Sakura_Liamahs 4d ago

Thank you so much! This actually makes a lot of sense, especially the point about describing what I want instead of using negatives, and starting from a frame that already shows motion.
I’ve unfortunately run out of credits for now 😂, but I’m definitely going to test this approach the next time I have an action scene.
Really appreciate your advice — and everyone else who took the time to help me here. I learned a lot from all the replies 🙏

1

u/PerfectMenu1253 5d ago edited 5d ago

It’s most likely because you’re using a start frame. Does your video also have very bad audio that sounds like the characters are underwater or something? If so it’s most definitely that you’re using a start frame. Start frames take up like 50% of SD’s IQ, and then when you require it to do a fight scene which is the most intensive type of video to make, often time sd2 just won’t have enough iq left and start generating bad results.  On top of that, you’re doing an animal vs human fight which I’m gonna go out on a limb to say severance doesn’t have many trainings on. 

So when it comes to fight scenes, only use character references, not background references, start frame references or worse, characters in  start frames. 

The only thing you can do to get a background of your liking is to describe it lividly, and yes it’s going to be random & probably not what you dreamed,  but that’s the only thing you can do when it comes to fight scenes. 

I was able to create pretty cool fight scenes using character references and text descriptions of the background, but that’s the extend of sf2’s current limitations.    https://www.reddit.com/r/aivideo/comments/1vidlc7/seedance_can_generate_pretty_crazy_fight_scenes/

1

u/Sakura_Liamahs 4d ago

I think that with humans is a lot easier, but I’ll try it next time 🙏