CAMERA: Stay close to action using ground-level tracking, face push-ins, short body arcs, Dutch tilt

CAMERA: Stay close to action using ground-level tracking, face push-ins, short body arcs, Dutch tilts, fists/boots crossing foreground, camera lowering with rolls and sudden extreme-wide shots during lifts and throws; keep impacts and grappling readable and avoid excessive cuts. ENVIRONMENT: Circular woodland arena surrounded by enormous ancient tree roots, compacted ochre-brown dirt, footprints, loose soil, low wooden barriers, rope rails, stairs, multi-level stands, vines, old wooden gate, barrels, crates and coiled rope. Blurred spectators remain behind the upper railings only; no spectator enters the fight and no audience face is emphasized. Lighting stays consistent: cool cyan-white volumetric shafts from canopy openings plus warm orange torch/brazier rim light; palette = earth brown, desaturated forest green, cyan shafts and orange fire. Arena geography, roots, gate, torches and props remain fixed throughout. CHARACTER A: Exactly one adult female warrior, about 28, medium height, lean athletic build, fair skin, light freckles, green eyes, mature face, copper-red hair with small upper bun and short wavy lower strands. A wears a dark forest-green/near-black fitted long-sleeve combat bodysuit, high collar, narrow seams, black belt, closed hip pouch, black fingerless gloves and flat black combat boots; no logos. CHARACTER B: Exactly one adult male warrior, about 35, one head taller than A, much broader and muscular, warm skin, short swept-back dark-brown hair, a few loose forehead strands and short neat beard. B wears an open brown sleeveless leather vest, thick grey-brown fur collar, exposed torso, short tooth-shaped necklace, brown leather wrist guards, dark-brown trousers, heavy belt and strapped leather boots. A short closed sheath stays fixed at B's rear waist as an unused accessory only; neither fighter uses any weapon. Maintain identical faces, body proportions, hairstyles, clothing, gloves, fur collar and belt accessories in every shot. 0.00-1.90: Very low wide shot with A left and B right several metres apart; quick close-up on A's eyes and tense jaw, then both immediately sprint; track low beside A's boots, reverse push toward B's charging face, finish medium-wide as they meet. 1.90-3.80: A throws a short hand combination, B blocks with forearms and closes distance; B drives a front knee/boot into A's abdomen, clear contact first, then A folds backward, catches briefly with both hands, rolls over shoulder/back and slides chest-down through dirt while B resets. 3.80-4.50: Ground-level push toward A as she plants palms, draws knees underneath and raises her head; B is already approaching from background; keep this recovery brief. 4.50-6.30: Low Dutch angle, B swings one heavy arm strike past A's head, A leans away then ducks; B clamps her upper torso/head-shoulder area and both roll sideways in one connected grapple, ending with B on top and A on her back with knees bent. 6.30-8.10: Low side camera; B pins A from above using knee/hand support and forearm pressure across upper shoulder/neck/collar; A grips his wrist/forearm with both hands and pushes while twisting and struggling; no frozen pose. 8.10-9.50: B raises one hand to strike downward, A turns her face away and catches his wrist, pulls it toward her mouth and gives one brief bite near the palm base; B reacts, withdraws the hand and leans back; no blood. 9.50-11.50: A grabs B's fur collar and upper arm, raises one leg and turns her hips to roll him sideways; both remain physically connected, B lands side-first then stomach-down, A naturally follows behind and above his shoulder. 11.50-13.00: A controls B from his upper back, pressing his head then pulling his hair upward; B braces both palms on dirt, raises neck/shoulders and struggles; one sustained head-control action only. 13.00-16.10: B twists underneath A, grabs her hips/legs and rises, carrying her horizontally across his shoulder/back; pull to extreme-wide showing the full arena; A loops an arm around his neck, B grabs her forearm, A slides down his side, both feet visibly return to ground, then B catches her in a rear waist grip. 16.10-19.70: A lands one hard backward elbow into B's jaw, breaking the waist grip; she immediately turns into a sweeping horizontal strike across his face, B loses balance and drops lower; A grabs the side of his jaw, turns his head/shoulder and guides his momentum into a forward throw; B rolls away across the dirt. 19.70-21.30: A chases low behind her boots while B rises from hands-and-knees to one knee; A leaps into an airborne knee/leg attack, B raises both forearms to cover his head, impact lands clearly on the forearm guard, then A drops back into close range. 21.30-24.60: Continuous semicircular camera around them; B throws wide head-height punch, A blocks and redirects; A straight-punches B's cheek; B throws high arcing punch, A ducks underneath; A counters, B slips sideways; B throws another sweeping arm strike, A ducks again; B lowers into a wide stance and extends one leg, A plants hands and shoulder-rolls outside the leg to escape. 24.60-25.50: Wide low shot follows A finishing her roll and pushing up on hands and one knee while B remains several metres away; rapid push toward B's focused face as he lowers his shoulders to charge; A is already rising. 25.50-28.50: B explosively charges, lowers and secures A around hips/legs, one arm supporting leg and one supporting torso; establish grip first, then lift A horizontally above shoulder height; pull extreme-wide showing B planted with A fully off the ground; B rotates hips, bends forward and slams A toward the front-side direction; A impacts shoulder/upper back/side-back first, legs land after, dust erupts from the real impact point. 28.50-30.00: Low wide shot stabilizes; A lies on her back in foreground with one leg bent and hands raised protectively, breathing and moving slightly to show she is conscious; B steadies in mid-ground and takes one step toward her; end exactly at 30.00 with B standing and A grounded but responsive. ACTION LOCK: Fast, continuous, weighty combat; every strike follows attack → contact → reaction, every dodge shows the attack physically passing beside the body, every fall has visible imbalance and landing, every rise uses hands/feet/knees for support. Do not add extra attacks, kicks, flips, teleporting, position swaps, missing transitions or weightless fast-forward motion. No prolonged slow motion, bullet-time or freeze frames; only very brief impact accents if needed. Do not remove the ground grapple, bite, rear elbow, spinning strike, blocked airborne leg attack or final lift-and-slam. Exactly two principal fighters only; no duplicates, extra limbs, distorted joints, changing outfits, changing hairstyles or changing accessories. AUDIO: Synchronized footsteps, dirt scraping, body impacts, punch/kick/forearm contact, leather/fur movement, rolling dirt, heavy breathing, nonverbal exertion/pain grunts, distant indistinct crowd ambience and fire sounds.

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