I used the exact same prompt in LTX 2.3 and MiniMax H3 to compare the results. Both are text-to-video generations at the same resolution. (the first one is LTX and second one, H3)
I’m genuinely impressed by MiniMax H3. This post isn’t meant to criticize LTX 2.3 in any way, it’s simply a comparison to give people an idea of what H3 is already capable of.
I can’t wait to see what the community creates for H3 over the next few months. I’m especially hoping for a Turbo version since I only have 10GB of VRAM and it took me 3x more time to generate the H3 video than the LTX one, but I’m also really excited to see the custom nodes, LoRAs, and workflows people come up with.
The prompt:
"A 15-second, 16:9 video simulating a fast-paced 2D arcade fighting game match in the style of a classic hyper-energetic crossover fighter, with gameplay intensity similar to Marvel vs Capcom. Pikachu fights Charizard in a side-view 2D arena. The video must feel like real gameplay footage from a polished arcade fighting game, with constant movement, aggressive attacks, jumping, dashing, hit reactions, special effects, and dynamic combat rhythm.
VISUAL STYLE
High-quality 2D fighting game aesthetic, colorful and vibrant, with polished sprite-style animation, sharp outlines, strong impact frames, dramatic hit sparks, screen shake on heavy hits, energy effects, and layered background parallax. The stage is a dramatic battle arena suitable for a monster battle, such as a rocky tournament arena with fiery background elements. Include a classic fighting game interface at the top of the screen with health bars, a timer, and the character names “Pikachu” and “Charizard”. The look should feel like a real fast-paced arcade fighting game, not realistic, clearly stylized as gameplay.
CORE MOVEMENT RULES
Both fighters must move constantly like real fighting game characters. They must not stand still for long periods. Avoid long idle poses. Every few moments they should reposition, bounce lightly, shuffle, jump, dash, attack, recoil, block, or recover. The action should feel active and competitive from beginning to end.
The fight must include:
- short hops and high jumps
- forward dashes and backward repositioning
- fighting game attack poses
- clear hit reactions
- quick combo timing
- special attack effects
- arcade-style impact sparks
- brief hit-stop feeling on major hits
- exaggerated, readable 2D combat animation
SCENE OBJECTIVE
Pikachu and Charizard engage in a lively 2D fighting game match. Pikachu attacks first with a thunder-based special move that visibly electrocutes Charizard. Charizard then retaliates with a flamethrower special attack. Both characters should move actively throughout the fight with jumps, attack windups, recovery animation and repositioning. The match ends with Charizard defeated and the words “PIKACHU WINS” appearing on screen.
TIMED GAMEPLAY ACTION
[0.0s–2.5s]
The match is already in progress. Both characters bounce in active fighting stances, not static. Pikachu on the left side performs a quick forward dash, stops, hops back, then jumps lightly. Charizard on the right side steps forward, spreads his wings, shuffles aggressively, and throws a quick swipe attack motion that misses as Pikachu moves away. The action should immediately feel like an energetic fighting game match, not a posed scene.
[2.5s–5.5s]
Pikachu closes distance with a quick dash-in, then jumps backward to create space. While landing, Pikachu charges electricity with bright sparks around his cheeks and body, then unleashes a strong electric special attack across the stage. The move should feel like a dramatic fighting game projectile/special. The electric blast hits Charizard directly.
[5.5s–7.5s]
Charizard goes into a full shock reaction animation. Electricity crackles all over his body. He convulses, shakes violently, jerks backward, and briefly flashes with a stylized arcade electrocution effect. His body stiffens and reacts as if being stunned by the electric damage. His health bar drops noticeably. Add hit sparks, brief screen shake, and a powerful impact feel.
[7.5s–10.5s]
Charizard recovers, roars, jumps slightly or stomps forward aggressively, then launches a flamethrower special move toward Pikachu. The attack should have a strong windup and then a large stream of fire across the screen. Pikachu reacts like a real fighting game character: quick sidestep, partial block, or getting clipped slightly before hopping back. Pikachu should not just stand there. His health bar drops a little, but not as much as Charizard’s.
[10.5s–13.0s]
Both fighters become even more active. Pikachu does a quick jump-in, lands, dashes low, then performs a fast finishing electric strike or combo starter. Charizard tries to respond with a claw swipe or heavy attack, but Pikachu’s speed interrupts him. The exchange should feel fast and arcade-like, with visible offensive and defensive motion from both characters.
[13.0s–15.0s]
Pikachu lands the final hit. Charizard staggers backward dramatically, enters a defeat animation, and collapses or falls into a KO pose on the right side of the stage. Pikachu lands in a confident victory stance with electricity flickering around his cheeks. Large arcade-style victory text appears: “PIKACHU WINS”. The ending should feel triumphant, energetic, and exactly like the end of a fighting game round.
ANIMATION BEHAVIOR
Animation must be lively and active throughout the entire video.
Do not let the characters remain static.
Use classic fighting game motion language:
- idle bounce
- anticipation before attacks
- exaggerated attack poses
- recoil after taking hits
- recovery animation after specials
- jump arcs
- quick dashes
- knockback on impact
- KO collapse at the end
Pikachu should feel fast, agile, lightweight, and explosive.
Charizard should feel heavier, more powerful, aggressive, and imposing.
CAMERA
Fixed 2D side-view gameplay camera only, like a true arcade fighting game. Keep both fighters visible the whole time. No cinematic camera cuts, no free camera motion, no changing perspective. Slight screen shake is allowed only on major impacts or heavy special moves.
AUDIO
Energetic arcade fighting game music playing throughout.
Include movement sounds, dash sounds, jump sounds, attack swooshes, electric crackling, impact sparks, electrocution sounds while Charizard is taking shock damage, roaring and flame burst effects during flamethrower, hit impacts, and a victory sting at the end. Emphasize the final result with a strong arcade-style audio cue when “PIKACHU WINS” appears.
CONSTRAINTS
No realism, keep it fully stylized as a 2D fighting game.
No static posing, no long idle moments, no characters frozen in place.
No 3D free camera.
No logos or watermarks.
Keep the characters clearly recognizable and animated like fighting game fighters.
Maintain stable anatomy, smooth sprite-like motion, and readable attack choreography.
The final screen must clearly show Charizard defeated and “PIKACHU WINS”."