AI fight scenes fail when both fighters just flail, so I choreograph them as call-and-response
AI fight scenes almost always fail the same way. Both characters flail in the same direction with no cause and effect, so it reads as two people shadowboxing near each other instead of actually fighting. The model does not know who is acting and who is reacting, so nobody really is.
The fix is to write the fight as call-and-response, beat by beat, and name the action and its specific reaction every time. Not "they fight." One strikes, the other blocks and counters. One fires a ranged burst, the other dodges at the last second and closes the distance. One throws, the other lands on their feet and fires back. Every window in the timeline is one action and the exact reaction it forces. That is what turns chaos into an exchange.
I ran it as a second-by-second timeline for two original superhuman fighters on open rocky terrain, fifteen seconds, one continuous take. They circle and trade the first exchange, then a ranged energy burst gets dodged and countered, then a throw and a recovery, then a final blast that gets blocked and pushes the blocker back through the dust. Each block of time states who does what to whom, so the model animates a real back and forth.
Two things hold it together. Lock both fighters' exact designs through the whole clip, because consistency is the first casualty of fast action. And shoot it as raw handheld found footage, shaky and low-fi, so the amateur camera makes the impossible powers read as something a bystander actually filmed. Choreograph the exchange. Do not describe a brawl.