Fight
Master every kaiju matchup with this Godzilla: Destroy All Monsters Melee Remastered combat guide, covering zoning, grapples, and rushdown.
Build a Game Plan Before the First Clash
A strong Godzilla: Destroy All Monsters Melee Remastered combat guide starts with one question: what does your kaiju do better than the other 11? The roster is built around tradeoffs, so a fighter that dominates in one range can struggle in another. This Godzilla: Destroy All Monsters Melee Remastered combat guide turns those tradeoffs into practical choices you can use from the first match.
With 12 playable kaiju, there is no universal best pick. Heisei Godzilla is the balanced default pick for players who want straightforward melee and high starting health, but specialists can outperform him when the matchup fits. The table below gives you a quick combat plan before you lock in.
| Kaiju | Ideal for | Tools to lean on | Combat plan |
|---|---|---|---|
| Heisei Godzilla | Newcomers and balanced learners | High starting health, swift claws, tail wake-up strike, high-energy pulse | Close distance, use melee combos, and time the pulse carefully |
| Godzilla 2000 | Players wanting a faster alternative | Faster movement than Heisei, slightly less strength | Use speed to offset lower power and stay balanced |
| King Ghidorah | Battlefield controllers | Gravity beams, resilience, airborne lightning with no charge | Zone at range and avoid extended melee |
| Anguirus | Counter-attack specialists | Fast pressure, rear spines, high defense, grappling | Bait attacks, block, and punish with grapples |
| Megalon | Hit-and-run players | Tunneling, pop-up grabs, electricity attacks | Use burrow to escape and punish, then reset spacing |
| Gigan | Aggressive rushdown players | Speed, teleportation, hook claws, Laser Eye | Pressure quickly, then teleport out before retaliation |
| Destoroyah | Tank and mid-range players | Brutal physical attacks, high-damage energy, wings | Control mid-range and conserve energy for key attacks |
| Rodan | Speed-first players | Fastest movement, air mobility, breath attack, speedy melee | Strike and retreat; never trade blows toe-to-toe |
| Mecha-King Ghidorah | Long-range grapplers | Shield, draining projectiles | Stay at range, use the shield, and look for grapple chances |
| Mechagodzilla | Heavy-duty ranged fighters | Lasers, missiles, plasma cannon, flying head-butt | Use weapons and defense, but avoid running out of energy |
| Orga | Grappler players | Long reach, giant hands, venomous maw, paralysing goo | Control close and mid-range with reach and grabs |
| Kiryu | Weapons-focused Godzilla players | Balanced stats, heavy armor, Absolute Zero Cannon | Mix weapons and melee while managing energy |
The best Godzilla: Destroy All Monsters Melee Remastered combat guide advice is to choose two strengths and build around them: a reliable opener, a way to escape pressure, and a finisher you can land without emptying your energy. If a kaiju has no long-range attack, do not play a zoning game. Close the gap or punish whiffs instead.
- Pick a main range before the match starts.
- Save energy for the ability that solves your worst matchup.
- Learn one escape tool and use it before you are cornered.
- Treat slow projectiles as commitments, not free damage.
Close-Range Pressure: Rushdown, Grappling, and Counter Play
Use this Godzilla: Destroy All Monsters Melee Remastered combat guide to separate close-range fighters by job. Gigan is the rushdown pick: his speed, teleportation, and hook claws let him stay on top of opponents. His Laser Eye is awkward to use, and energy attacks can punish him, so teleport should be saved for evasion or a deliberate angle change rather than a repeated habit.
Anguirus wins by making opponents regret attacking. His block can damage attackers because of his rear spines, and his high defense plus grappling skill support a counter-attack plan. The tradeoff is low power, no long-range attack, and a slow turning block, so he needs to bait predictable strikes instead of chasing.
Orga is the dedicated grappler. His giant hands and long reach give him a huge advantage in close and mid-range confrontations, while his venomous maw and paralysing goo add threat. The goo costs a lot of energy and leaves him exposed if it misses. He also struggles against fighters that resist blunt attacks or move too fast to grab.
| Close-range role | Best picks | What to do | What to avoid |
|---|---|---|---|
| Rushdown | Gigan | Use speed, hooks, and teleport to keep pressure | Spamming Laser Eye or wasting teleport |
| Counter-attack | Anguirus | Block, absorb pressure, and punish with grapples | Chasing faster opponents with no ranged option |
| Grappling | Orga | Use reach to control space and threaten grabs | Missing high-cost goo or grabbing fast targets blindly |
| Mobility pressure | Megalon | Tunnel to avoid attacks and pop up for grabs | Trading hits with below-average defense |
Megalon belongs in this group as a disruptor. Tunneling lets him avoid attacks and emerge for a grab, and electricity attacks add pressure. His below-average defense means he should stick and move rather than stand in a slugfest. The moment Megalon stops moving, his advantage shrinks.
Mid-Range Control: Zoning, Projectiles, and Energy Management
Mid-range play is where this Godzilla: Destroy All Monsters Melee Remastered combat guide becomes a resource test. King Ghidorah can control space with gravity beams, but his lack of arms and stubby legs make him a poor melee fighter. His flight drains energy, though the airborne lightning blast needs no charge, so staying airborne forever is not the answer.
Destoroyah is the mid-range tank. His physical assaults are brutal, and his energy attacks deal high damage and are often unblockable. His best tools are power hungry, and his movement is painfully slow, so every big attack should have a purpose. Mechagodzilla takes a similar approach with lasers, missiles, a plasma cannon, and strong defensive stats, but energy depletion leaves it with sluggish melee and underwhelming grabs.
| Energy-hungry tool | Fighter | Risk | Safer habit |
|---|---|---|---|
| High-energy pulse | Heisei Godzilla | Slow charge leaves him open to counters | Fire it after a knockdown or read, not at neutral |
| Flight | King Ghidorah | Drains energy over time | Land before energy becomes critical |
| Tunneling | Megalon | Uses energy even when avoiding attacks | Burrow with an escape plan, not as a default |
| Best energy attacks | Destoroyah | Slow movement without power | Save energy for confirmed mid-range pressure |
| Flight and ranged weapons | Mechagodzilla | Weak grabs and melee when depleted | Manage energy before switching to close range |
| Paralysing goo | Orga | High cost and punishable on a miss | Use it when the opponent is committed |
Mecha-King Ghidorah fills a different niche: a long-range grappler with a shield and draining projectiles. That combination rewards patience. Kiryu is the more balanced weapons platform, with better overall balance than Mechagodzilla and a rage attack through the Absolute Zero Cannon. Both cyborgs want energy, but they want it for different reasons.
Mobility and Hit-and-Run Tactics
A Godzilla: Destroy All Monsters Melee Remastered combat guide should not treat speed as a substitute for defense. Rodan is the fastest monster in the game and the most mobile in the air. His breath attack and quick melee make him a natural hit-and-run fighter, but he has the weakest defense on the roster. Rodan should strike, exit, and re-enter on his terms.
Megalon, Gigan, and Godzilla 2000 offer other mobility answers. Megalon tunnels to avoid attacks and grab opponents. Gigan teleports to extend range and evade. Godzilla 2000 uses a faster frame than Heisei Godzilla, though he gives up some strength. Each one should use movement to create favorable exchanges, not to run from every fight.
| Mobility tool | Fighter | Best use | Limitation |
|---|---|---|---|
| Air mobility | Rodan | Strike from angles and escape after melee | Weakest defense in the roster |
| Tunneling | Megalon | Avoid attacks and set up pop-up grabs | Energy cost and below-average defense |
| Teleportation | Gigan | Extend range or evade after pressure | Vulnerable to energy attacks |
| Flight | King Ghidorah | Reposition and use airborne lightning | Flight drains energy |
| Speed | Godzilla 2000 | Offset lower strength with faster movement | Less powerful than Heisei Godzilla |
The practical rule is simple: mobility creates turns, but it does not create health. Rodan cannot win a war of attrition. Megalon cannot stand still and trade. Gigan cannot teleport into the same punish twice. Use movement to force a mistake, then convert with the strongest tool you have.
Matchup Habits That Win More Fights
The final piece of this Godzilla: Destroy All Monsters Melee Remastered combat guide is matchup discipline. Most losses come from using the wrong plan at the wrong range, not from picking the wrong monster. If your opponent wants distance, deny it. If your opponent wants grabs, stay mobile. If your opponent depends on energy, make them spend it and then pressure the recovery.
| Common mistake | Why it hurts | Fix |
|---|---|---|
| Brawling with King Ghidorah | His melee is poor, but his zoning is strong | Close the gap or out-range him with projectiles |
| Attacking Anguirus while blocking | Rear spines damage the attacker | Wait for the block to turn or punish recovery |
| Spamming Orga's paralysing goo | High energy cost and exposure on a miss | Use it after a read or movement trap |
| Trading with Rodan | His speed wins exchanges, but his defense is weak | Force Rodan to commit, then punish the retreat |
| Draining Mechagodzilla's energy | It keeps strong weapons and defense while powered | Pressure after flight or ranged attacks |
| Ignoring Destoroyah's slow movement | He can dominate mid-range if given space | Stay mobile and make him chase |
- Test the opponent's preferred range in the first exchange.
- Punish energy commitments instead of chasing raw damage.
- Keep one escape option available at all times.
- Adjust your plan after every knockdown, not after every loss.
FAQ
What is the first thing a Godzilla: Destroy All Monsters Melee Remastered combat guide should teach?
Choose your range and protect your energy. A kaiju with strong projectiles should not brawl unless the matchup demands it, and a grappler should not waste energy on low-percentage attempts.
Which kaiju is best for beginners?
Heisei Godzilla is the most straightforward starting point. He has high starting health, balanced stats, swift claws, and a useful tail wake-up strike. Godzilla 2000 is a faster alternative, but he is slightly less strong and more vulnerable.
How should I handle zoners in this Godzilla: Destroy All Monsters Melee Remastered combat guide?
Close the distance with mobility, tunneling, or teleportation, and avoid slow projectiles at neutral. Once you are inside, force melee or grapple exchanges before the zoner can reset the spacing.
Is Orga the best grappler?
Orga is the dedicated grappler pick, with long reach, giant hands, and a venomous maw. His paralysing goo is powerful but expensive, and he can struggle against fast opponents or fighters resistant to blunt attacks. Use his reach deliberately rather than relying on grabs alone.
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