Slow build, flash through the peak, drift back down.
Speed range: 0.3× to 2.5×. Interpolation: bezier.
Best for
Product reveals
Skate and bike lines
Any single "look at this" moment
Shape
Opens at 0.3× so the viewer settles in, climbs through real time at 40% of the clip, spikes to 2.5× across the least interesting stretch, then eases to 0.4× for the payoff. The peak sits at 55%, not 50%, so the slow landing has more room than the build.
Why it works
Speed ramping works because attention follows change. Holding slow, then accelerating, then braking again gives the eye three distinct rhythms in under ten seconds — the fast middle makes the slow ending feel slower than it is.
How to shoot for it
Shoot at 60 fps or higher if you can. The 0.3× and 0.4× sections play back at roughly 18–24 fps from 60 fps source, which still looks like real slow motion. From 30 fps source they drop under 12 fps and you will want AI frame interpolation on.
Control points
At
Speed
0%
0.3×
20%
0.5×
40%
1×
55%
2.5×
75%
1.2×
100%
0.4×
Tips
Put the visually strongest frame at the 80–90% mark — that is where the curve is slowest after the peak.
If the clip is longer than 8 seconds, split it and apply Hero Moment to the second segment only.
Keep motion blur on "balanced": the 2.5× stretch is where the blur earns its keep.
FAQ
Does Hero Moment work on vertical video?
Yes. The curve is about time, not framing — 9:16 Reels and Shorts are its most common use.
Why does the ending feel longer than the start?
It is: 0.4× across the last 25% of the clip is more output frames than 0.3× across the first 20%. That asymmetry is deliberate.