MiniMax H3 Combat BASE V2: fight motion, impact and drama
Fast Facts:
MiniMax H3 Combat BASE (V2) by FourBunny is a video LoRA focused on action: faster combat, better action continuity, believable hit reactions, cumulative damage, spatial movement and physical cause and effect. V2 goes beyond fights, adding richer body movement, finer sound detail and stronger shot-to-shot continuity to character performance.
Triggers: prfight1 for normal combat; add prfin1 after it for a clear finisher, knockout or takedown; add prslow1 for a brief slow-motion emphasis on the decisive strike. The author notes slow motion is not guaranteed.
Reference
Name | Type | What it is |
|---|---|---|
Trigger | prfight1 | Normal combat scenes. |
Finisher | prfin1 | After prfight1 for a decisive ending. |
Slow motion | prslow1 | Brief emphasis on the final strike. |
LoRA weight | 0.7-1.0 | |
Resolution | 1080p / 2 MP | 10 s clips take about 15 minutes on a 12 GB card per the author. |
Step by step
- Describe the fighters, the space and who is winning in the integrated description.
- Put prfight1 at the start; add prfin1 if the clip ends the fight.
- Describe sound (impacts, breathing) in the soundscape.
- Weight 0.9, standard H3 steps.
- Keep each shot to one exchange of blows.
Examples
Sparring
prfight1. integrated_multimodal_description: [Shot 1] Two adult boxers spar in a dim gym. The taller one jabs, the shorter slips and lands a body shot; the taller staggers back into the ropes.
overall_soundscape: Glove impacts, squeaking shoes, heavy breathing.
non_diegetic_music: N/A
Finisher
prfight1, prfin1, prslow1. integrated_multimodal_description: [Shot 1] A swordswoman parries a strike and sweeps her opponent's legs; he falls and the blade stops at his collar.
overall_soundscape: Steel ring, boots on gravel, wind.
Creative idea: dialogue with tension
prfight1. integrated_multimodal_description: [Shot 1] Two negotiators face off across a table. One slams a hand down and says: <d>[English] Enough.</d> The other leans back slowly.
overall_soundscape: Hand on wood, chair creak.
Tips
- Name the hit reactions you want (staggers back, drops to one knee).
- Cumulative damage: mention earlier hits in later shots.
- Works for dialogue scenes too; it improves body language.
- Combine with Better Motion at 0.4 for walking and turning.
Troubleshooting
Fight ends without impact
Why it happens
No finisher trigger.
How to fix it
Add prfin1 after prfight1.
Limbs glitch in fast exchanges
Why it happens
Too many actions per shot.
How to fix it
One exchange per shot; add Better Motion at 0.4.
Questions
Is slow motion reliable?
The author says prslow1 is not guaranteed; keep shots short.
Dialogue scenes?
Yes, V2 improves performance continuity in them.
Links and sources
Models in this guide
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