Guide
A Godzilla: Destroy All Monsters Melee Remastered beginner guide to picking kaiju, managing energy, spacing, and winning early matches.
Pick a Kaiju That Teaches You the Game
Choosing the wrong monster can make your first hour feel like a slow-motion beatdown, but the right pick turns Godzilla: Destroy All Monsters Melee Remastered into a readable brawl. This Godzilla: Destroy All Monsters Melee Remastered beginner guide focuses on decisions that matter immediately: which kaiju fits your instincts, when to spend energy, and how to avoid getting zoned out. The game gives you 12 kaiju with different stats, movesets, and special abilities, and this Godzilla: Destroy All Monsters Melee Remastered beginner guide keeps the advice practical rather than tier-list abstract.
For your first matches, treat the roster as a set of tools rather than a ladder. A good Godzilla: Destroy All Monsters Melee Remastered beginner guide should help you finish matches, not just memorize move names. Start with a monster that forgives mistakes, then branch out once you can recognize when an opponent is charging a slow attack or trying to reset spacing.
Heisei Godzilla is the default for a reason: his balanced starting health and all-around stats give you room to learn spacing, blocking, and melee timing. His claws are quick enough for beginner combos, and his tail can turn a knockdown into a wake-up strike. Just do not lean on his high-energy pulse; the slow charge invites counters. His projectiles are also easy for ranged fighters to punish, so close distance instead of trading beams.
Safest Learning Picks
| Kaiju | Best for | Beginner-friendly strengths | Main caution |
|---|---|---|---|
| Heisei Godzilla | Straightforward brawling | High starting health, decent all-around stats, swift claws, useful tail wake-up | Slow-charging pulse and sluggish projectiles can be punished |
| Godzilla 2000 | A faster balanced alternative | Easier to use, quicker than Heisei, solid fallback pick | Slightly more vulnerable and less strong than Heisei |
| Kiryu | Weapons-focused Godzilla play | Better balanced stats than Mechagodzilla, heavy armor, Absolute Zero Cannon rage attack | Energy-hungry |
| Anguirus | Defense and counters | High defense, solid grapples, damaging block | Low power, no long-range attack, slow block turn |
Roster Cheat Sheet: What Each Kaiju Does Best
Use this Godzilla: Destroy All Monsters Melee Remastered beginner guide as a fit check, not a promise that one monster wins every matchup. The roster includes 12 fighters, and each one pushes you toward a different habit: spacing, energy discipline, grappling, or rushdown.
| Kaiju | Role | Key strengths | Watch out for |
|---|---|---|---|
| Heisei Godzilla | Balanced brawler | High health, reliable melee, tail wake-up | Slow pulse charge, easy-to-punish projectiles |
| Godzilla 2000 | Faster balanced fighter | Easier movement, solid alternative to Heisei | Less strength and slightly more vulnerability |
| King Ghidorah | Zoner | Resilient, projectile control, airborne lightning with no charge | Poor melee, flight drains energy |
| Anguirus | Counter-grappler | High defense, damaging block, solid grapples | Low power, no range, slow block turn |
| Megalon | Hit-and-run | Tunneling, pop-up grabs, electricity attacks | Burrowing costs energy; below-average defense |
| Gigan | Rushdown | Speed, teleportation, hook-claw strikes | Unwieldy Laser Eye; vulnerable to energy attacks |
| Destoroyah | Mid-range tank | Brutal physical attacks, high-damage energy moves, often unblockable | Power-hungry abilities; painfully slow movement |
| Rodan | Speed and air mobility | Fastest monster, strong aerial movement, breath attack | Weakest defense in the roster |
| Mecha-King Ghidorah | Long-range grappler | Shield, draining projectiles, cyborg enhancements | Spacing-dependent; not a pure brawler |
| Mechagodzilla | Heavy ranged fighter | Lasers, missiles, plasma cannon, flying head-butt, strong defensive stats | Energy reliance leaves weak grabs and sluggish melee |
| Orga | Grappler | Long reach, giant hands, venomous maw, paralyzing goo | Sluggish; struggles against blunt-resistant or very fast foes |
| Kiryu | Weapons-heavy Godzilla | Armored arsenal, balanced stats, Absolute Zero Cannon | Energy-hungry |
A few roster habits matter more than raw labels. King Ghidorah wants distance and gets little from forcing melee. Anguirus wants contact because his block and grapples do more than his ranged options. Rodan and Gigan want movement, but Rodan cannot afford to trade hits. Orga wants grabs, yet misses with the goo can leave the big alien exposed.
Build a Simple Match Plan: Range, Energy, and Punishes
The most important habit in any Godzilla: Destroy All Monsters Melee Remastered beginner guide is knowing your preferred range before the match starts. A zoner who walks into melee range is giving away the plan. A grappler who chases a flying monster is wasting time. Use the first few seconds to identify what your opponent wants, then make that plan expensive.
| Match phase | Beginner action | Why it works |
|---|---|---|
| Opening | Identify whether the foe wants distance or contact | Ghidorah and Mechagodzilla prefer range; Anguirus and Orga prefer contact |
| Mid-range | Hold your best spacing instead of chasing | Zoners punish reckless approach; grapplers punish passive blocking |
| Energy check | Keep a reserve instead of emptying the bar | Mechagodzilla needs energy for flight and ranged tools; Destoroyah’s best moves are power-hungry |
| Knockdown | Use wake-up options carefully | Heisei’s tail can answer a careless approach while he is downed |
| Punish window | Attack after a slow or missed move | Charged pulses, unwieldy Laser Eye shots, and missed grapples create openings |
Energy management decides more fights than raw aggression. Heisei’s pulse hits hard, but the slow charge can be countered. Mechagodzilla can dominate at range, yet once energy is gone its grabs and melee feel sluggish. Destoroyah’s best attacks are expensive, and its movement is slow enough that bad spending is hard to recover from.
| Energy situation | Better choice | Reason |
|---|---|---|
| Full bar, opponent far away | Close distance with movement, not repeated slow projectiles | Ranged opponents can punish predictable beams |
| Low bar as Mechagodzilla | Stop flying and conserve shots | The automaton leans on energy for flight and many ranged attacks |
| Preparing Orga’s goo | Use it when the hit is likely | High cost and a miss can leave Orga exposed |
| Playing Destoroyah | Save energy for high-value attacks | Its best abilities are power-hungry, and slow movement limits recovery |
| Using Megalon’s burrow | Use it to evade or set up a pop-up grab | Burrowing consumes energy and Megalon has below-average defense |
Choose Your First Main by Playstyle
This Godzilla: Destroy All Monsters Melee Remastered beginner guide works best when you match the monster to your instincts. You do not need to master every fighter before playing online or against friends; you need one reliable main and one backup.
- I want simple brawling: Pick Heisei Godzilla. High starting health and decent all-around stats give you room to learn.
- I want a faster version: Try Godzilla 2000. It is quicker and easier to use, though less strong and slightly more vulnerable.
- I want defense and counters: Choose Anguirus. His high defense and damaging block reward patience, even if his power and range are limited.
- I want speed and air movement: Pick Rodan for mobility, but respect his weakest-in-roster defense. Gigan is the better choice if you want aggressive teleport mix-ups.
- I want projectiles and control: Use King Ghidorah for zoning, or Mechagodzilla for heavier weapons and stronger defensive stats.
- I want grappling: Orga is the dedicated grappler, while Anguirus offers a safer defensive grapple style. Mecha-King Ghidorah handles long-range grappling with shield and draining projectiles.
- I want a tank: Destoroyah brings brutal physical pressure and high-damage energy attacks, but you must manage its slow movement and heavy energy costs.
Common Mistakes and Quick Fixes
A reliable Godzilla: Destroy All Monsters Melee Remastered beginner guide should call out the habits that lose matches early. Most of them come from using a monster’s flashiest tool at the wrong time.
| Mistake | Why it hurts | Fix |
|---|---|---|
| Spamming Heisei’s pulse | The slow charge leaves him open to counters | Use it after a knockdown, whiff, or obvious opening |
| Forcing melee with King Ghidorah | His lack of arms and stubby legs make him a poor brawler | Hold distance, use projectiles, and punish with airborne lightning |
| Trading hits as Rodan | Rodan has the weakest defense in the roster | Stay mobile, strike, and leave before the counterattack |
| Burrowing constantly as Megalon | Burrowing drains energy and Megalon is not durable | Use tunneling to evade or set up grabs, not as a default stance |
| Blocking late as Anguirus | His block has a slow turning animation | Set the block early and use the damaging block as a counter tool |
| Burning Mechagodzilla’s energy | Depleted energy leaves weak grabs and sluggish melee | Track energy before flying or firing repeated ranged attacks |
FAQ
Which kaiju should a Godzilla: Destroy All Monsters Melee Remastered beginner guide recommend first?
Start with Heisei Godzilla. His high starting health, decent all-around stats, quick claws, and useful tail wake-up make him the most forgiving default pick. Godzilla 2000 is a good faster alternative once you understand basic spacing.
How many kaiju are in the roster?
There are 12 kaiju: Heisei Godzilla, Godzilla 2000, King Ghidorah, Anguirus, Megalon, Gigan, Destoroyah, Rodan, Mecha-King Ghidorah, Mechagodzilla, Orga, and Kiryu. Each has its own stats, moveset, and special abilities.
Should I spend energy as soon as it refills?
No. A Godzilla: Destroy All Monsters Melee Remastered beginner guide should remind you to keep a reserve. Expensive tools leave Mechagodzilla weak when depleted, expose Orga after a missed goo shot, and strain Destoroyah’s slow movement.
Which kaiju is best for learning grabs?
Orga is the dedicated grappler, with long reach and gigantic hands that reward close and mid-range pressure. Anguirus is a safer practice option because his high defense and solid grappling skills let you survive mistakes while learning timing.
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