Anime Guard Crush: A guard crush for anime battlegrounds and fighting games: a blue hex barrier takes two hits, then cracks and bursts into glass shards with an impact frame, a white flash, rings and sparks.

Anime Guard Crush

A guard crush for anime battlegrounds and fighting games: a blue hex barrier takes two hits, then cracks and bursts into glass shards with an impact frame, a white flash, rings and sparks. Plays once, then clears.

Anime Guard Crush is an HD effect that loops seamlessly every 1 seconds, drawn on a 512 by 512 canvas. It is built from 14 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Free download with a transparent background, cropped to the effect, 30 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 1, 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 1 s loop.

Anime Guard Crush at 8 moments, from 0 s to 0.88 s

HOW IT'S MADE

Anime Guard Crush stacks 14 particle emitters, each with its own job. Techniques worth a look: particles stretched along their motion, keyframed parameters and post filters (bloom and impact frames).

It loops seamlessly every 1 s, and 14 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.43 s, so the layers arrive one after another. To change its colour, select "Guard Flash" 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. Hex Guardparticles / additiveOne burst of 60 shards at 0.37 s. They are flung outward, fall under gravity and slow down with drag.
  2. Hit Flashparticles / additiveA single particle at 0.1 s. It grows as it ages. Colour: white.
  3. Hit Flashparticles / additiveA single particle at 0.22 s. It grows as it ages. Colour: white.
  4. Shockwaveparticles / additiveA single particle at 0.1 s. It grows as it ages. Colour runs from white to blue over each life.
  5. Shockwaveparticles / additiveA single particle at 0.22 s. It grows as it ages. Colour runs from white to blue over each life.
  6. Tap Sparksparticles / additiveOne burst of 14 streaks at 0.1 s. They fall under gravity and slow down with drag. Colour runs from white to blue over each life.
  7. Tap Sparksparticles / additiveOne burst of 14 streaks at 0.22 s. They fall under gravity and slow down with drag. Colour runs from white to blue over each life.
  8. Guard Flashparticles / additiveA single particle every 0.12 s. Colour: pale blue.
  9. Hit Flashparticles / additiveA single particle at 0.37 s. It grows as it ages. Colour: white.
  10. Impact Star, Shockwaveparticles / additiveA single particle at 0.37 s. It grows as it ages. Colour runs from white to blue over each life.

3 more layers are in the studio.

DETAILS

Length
1 seconds, seamless loop
Canvas
512 x 512, HD
Layers
14 emitters
Blend
Mostly additive (glows)
Colours
whitebluepale blue
Sprites
ParticleFX Originals by ParticleFX Studio (CC0)
Tags
guard break, shield break, guard crush, anime, battlegrounds, fighting game, shatter, blue

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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