Anime Rising Uppercut: A rising uppercut for anime fighting and battlegrounds games: gold energy gathers in a low fist, it rips upward in a pillar of light and wind, and the hit at the top flashes into a starburst with sparks and bouncing rocks.

Anime Rising Uppercut

A rising uppercut for anime fighting and battlegrounds games: gold energy gathers in a low fist, it rips upward in a pillar of light and wind, and the hit at the top flashes into a starburst with sparks and bouncing rocks. Plays once, then clears.

Anime Rising Uppercut is an HD effect that loops seamlessly every 1.1 seconds, drawn on a 512 by 512 canvas. It is built from 18 particle emitters. Most layers blend additively, so it glows on dark backgrounds. Some particles draw ribbon trails.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 33 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 1.1, 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 1.1 s loop.

Anime Rising Uppercut at 8 moments, from 0 s to 0.96 s

HOW IT'S MADE

Anime Rising Uppercut stacks 18 particle emitters, each with its own job. Techniques worth a look: ribbon trails, collisions, particles stretched along their motion, keyframed parameters and post filters (bloom and impact frames).

It loops seamlessly every 1.1 s, and 14 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.3 s, so the layers arrive one after another. To change its colour, select "Rising Smear" in the studio and edit the Colour over Life gradient. 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. Gather Motesparticles / additiveA stream of streaks from a ring, its rate keyframed over the loop. Colours range between pale gold and gold.
  2. Fist Glowparticles / additiveA single particle at the start. It grows as it ages. Colour: gold.
  3. Fist Coreparticles / additiveA single particle at the start. It grows as it ages. Colour: white.
  4. Shockwaveparticles / additiveA single particle at 0.15 s. It grows as it ages. Colour runs from white to gold over each life.
  5. Dust KickparticlesOne burst of 16 smoke puffs from a ring at 0.15 s. They float upward, grow as they age, spin and slow down with drag. Colours range between light grey and grey.
  6. Rock DebrisparticlesOne burst of 12 debris from a disc at 0.15 s. They fall under gravity, bounce when they hit something and spin. Colour: grey.
  7. Rising Smearparticles / additiveA stream of soft glows, its rate keyframed over the loop. They shrink as they age. Colour runs from white to gold over each life.
  8. Smear Coreparticles / additiveA stream of soft glows, its rate keyframed over the loop. They shrink as they age. Colours range between white and pale gold.
  9. Wind Ribbonsparticles / additiveOne burst of 9 ribbon trails along a line at 0.15 s. They sway from side to side and slow down with drag. Colour runs from white to gold over each life.
  10. Speed Linesparticles / additiveA stream of streaks across a box, its rate keyframed over the loop. Colours range between white and pale gold.

8 more layers are in the studio.

DETAILS

Length
1.1 seconds, seamless loop
Canvas
512 x 512, HD
Layers
18 emitters
Blend
Mostly additive (glows)
Colours
whitepale goldgoldorange
Sprites
ParticleFX Originals by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
uppercut, punch, launcher, anime, battlegrounds, fighting game, gold, impact

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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