Anime Heavy Punch Impact: A heavy punch hit for anime battlegrounds and fighting games: a black, red and white impact frame, then a crimson and white starburst, a pressure ring pushed forward, impact lines, sparks and shards.

Anime Heavy Punch Impact

A heavy punch hit for anime battlegrounds and fighting games: a black, red and white impact frame, then a crimson and white starburst, a pressure ring pushed forward, impact lines, sparks and shards. Plays once, then clears.

Anime Heavy Punch Impact is an HD effect that loops seamlessly every 0.8 seconds, drawn on a 512 by 512 canvas. It is built from 13 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Colour

Recolours the preview and the free downloads.

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 Heavy Punch Impact at 8 moments, from 0 s to 0.7 s

HOW IT'S MADE

Anime Heavy Punch Impact stacks 13 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 0.8 s, and 13 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0.03 s to 0.07 s, so the layers arrive one after another. It carries little colour of its own, so it takes a tint well: select "Impact Streak" and set Colour A and Colour B. Size on the same layer sets how big its particles are. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Hit Flash, Impact Streakparticles / additiveA single particle at 0.03 s. It grows as it ages. Colour: white.
  2. Impact Star, Shockwaveparticles / additiveA single particle at 0.03 s. It grows as it ages. Colour runs from white to red over each life.
  3. Impact Starparticles / additiveA single particle at 0.03 s. It grows as it ages. Colour runs from white to pale orange over each life.
  4. Shockwaveparticles / additiveA single particle at 0.07 s. It grows as it ages. Colour runs from white to red over each life.
  5. Shockwaveparticles / additiveA single particle at 0.05 s. It grows as it ages. Colour runs from white to red over each life.
  6. Impact Linesparticles / additiveOne burst of 18 streaks from a ring at 0.03 s. They ease to a stop. Colour runs from white to red over each life.
  7. Impact Linesparticles / additiveOne burst of 26 streaks at 0.03 s. They ease to a stop. Colour runs from white to red over each life.
  8. Sparksparticles / additiveOne burst of 34 streaks at 0.03 s. They fall under gravity and slow down with drag. Colour runs from white to orange over each life.
  9. Shardsparticles / additiveOne burst of 10 shards at 0.03 s. They fall under gravity, shrink as they age, spin and slow down with drag. Colour runs from white to red over each life.
  10. Hit SmokeparticlesOne burst of 7 smoke puffs from a disc at 0.06 s. They grow as they age, spin and slow down with drag. Colour: dark grey.

One more layer is in the studio.

DETAILS

Length
0.8 seconds, seamless loop
Canvas
512 x 512, HD
Layers
13 emitters
Blend
Mostly additive (glows)
Colours
whitepale redreddeep red
Sprites
ParticleFX Originals by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
impact frame, punch, heavy hit, anime, battlegrounds, fighting game, finisher, red

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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