Anime Dash Effect: A ground dash for anime fighting and battlegrounds games: dust blasts back off the floor, crescent air waves and a white smear race forward over ground streaks, and a skid cloud and sparks mark the stop.

Anime Dash Effect

A ground dash for anime fighting and battlegrounds games: dust blasts back off the floor, crescent air waves and a white smear race forward over ground streaks, and a skid cloud and sparks mark the stop. Plays once, then clears.

Anime Dash Effect is an HD effect that loops seamlessly every 0.8 seconds, drawn on a 512 by 512 canvas. It is built from 11 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 24 frames at 30 fps. Use it in commercial games, no credit needed.

Licence: use it in any project, including paid commercial games such as a game sold on Steam. There is no per-project licence to buy and no credit needed. Terms.

Roblox: the download is a flipbook for a ParticleEmitter. Set FlipbookLayout to Grid8x8, FlipbookMode to OneShot and Lifetime to 0.8, then emit one particle per cycle. Roblox setup.

REMIX WITH AI

Try:

Left empty, it just opens in the agent, free. Each change is one AI build, and you start with free builds.

Engine data for Unity, Godot, GameMaker and Aseprite comes with a plan: open it in the studio.

OPEN IN THE STUDIO

Change the colours, timing or size, or export for Unity, Godot 4, GameMaker, Phaser, PixiJS and Aseprite.

Try variations: new colours, motion and shapes of this effect, free in the studio.

FRAME BY FRAME

8 evenly spaced moments across the 0.8 s loop.

Anime Dash Effect at 8 moments, from 0 s to 0.7 s

HOW IT'S MADE

Anime Dash Effect stacks 11 particle emitters, each with its own job. Techniques worth a look: collisions, particles stretched along their motion, keyframed parameters and post filters (bloom).

It loops seamlessly every 0.8 s, and 6 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.12 s, so the layers arrive one after another. To change its colour, select "Afterimage Smear" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are.

Layers, in draw order

  1. Launch DustparticlesOne burst of 16 smoke puffs from a disc at 0.02 s. They float upward, grow as they age, spin and slow down with drag. Colour: grey.
  2. Dust TrailparticlesA stream of smoke puffs across a box, its rate keyframed over the loop. They float upward, grow as they age, spin and slow down with drag. Colour: grey.
  3. Skid CloudparticlesOne burst of 10 smoke puffs from a disc at 0.12 s. They float upward, grow as they age, spin and slow down with drag. Colour: grey.
  4. Afterimage Smearparticles / additiveA stream of soft glows, its rate keyframed over the loop. They shrink as they age. Colours range between white and pale orange.
  5. Smear Coreparticles / additiveA stream of soft glows, its rate keyframed over the loop. They shrink as they age. Colour: white.
  6. Air Crescent, Shockwaveparticles / additiveA single particle at 0.02 s. It grows as it ages. Colour: white.
  7. Air Crescent 2particles / additiveA single particle at 0.12 s. Colour: pale orange.
  8. Ground Streaksparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. Colours range between white and pale orange.
  9. Speed Linesparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. Colour: white.
  10. Skid Sparksparticles / additiveOne burst of 22 streaks at 0.12 s. They fall under gravity, bounce when they hit something and slow down with drag. Colour runs from white to orange over each life.

DETAILS

Length
0.8 seconds, seamless loop
Canvas
512 x 512, HD
Layers
11 emitters
Blend
Mostly additive (glows)
Colours
whitegreypale orangeorange
Sprites
Kenney Smoke Particles by Kenney (CC0)
Tags
dash, dash effect, anime, battlegrounds, fighting game, dust, speed, movement

USING IT IN YOUR GAME

Phaser, PixiJS
The PNG sheet is a plain grid of frames that both can slice. A TexturePacker JSON atlas comes with a plan, from the studio.
Unity
Import the PNG sheet as a Sprite with Mode set to Multiple and slice it, or open the effect in the studio for a ready-made grid.
Godot 4, GameMaker, Aseprite
Open it in the studio and pick your engine in Export: with a plan, it writes the files that engine imports.
Web and chat
The GIF plays anywhere; the APNG keeps soft edges on any background.
Blend mode
This effect is made of light. For the same glow in your game, draw the sprite with additive blending, or export it on black from the studio for additive shaders.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime). Drawn with additive blending: see glow effects without a black box.

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