Moves

Master Godzilla: Destroy All Monsters Melee Remastered special attacks with kaiju picks, energy tips, and matchup counters.

How Godzilla: Destroy All Monsters Melee Remastered Special Attacks Fit the Fight

Godzilla: Destroy All Monsters Melee Remastered special attacks are the difference between a clean kaiju knockout and a slow, punishable whiff. This guide to Godzilla: Destroy All Monsters Melee Remastered special attacks breaks down which monsters reward patient energy use, how to read an opponent’s range, and when to commit to a high-cost move. You will also get a kaiju-by-kaiju cheat sheet, practice drills, and matchup counters that work with the 12-character roster. If your projectiles keep getting sidestepped or your grapples keep whiffing, start with the fundamentals below.

Special attacks are not free damage. They are tied to each fighter’s role, energy supply, and recovery time. Heisei Godzilla’s balanced stats and slow-charging high-energy pulse make him the default pick for learning when to commit, while King Ghidorah’s gravity beams and airborne lightning blast reward players who want to control space. The moment you treat every special as a “press when ready” button, you stop playing the matchup and start donating rounds.

Special-attack jobWhat it looks likeStrong examplesMain risk
Close-range punishA charged pulse or rage burst saved for a knockdown or blocked comboHeisei Godzilla’s high-energy pulse; Kiryu’s Absolute Zero CannonSlow charge or high energy cost leaves you open
Space controlBeams, missiles, and projectiles that keep the opponent walking into your rangeKing Ghidorah’s gravity beams; Mechagodzilla’s lasers, missiles, and plasma cannon; Mecha-King Ghidorah’s draining projectilesEnergy drain and predictable projectile patterns
Evasion and re-entryTunnelling, teleportation, or flight used to avoid a punish and reset spacingMegalon’s tunnelling; Gigan’s teleportation; King Ghidorah’s flightTraversal consumes energy and can delay your own offense
Grapple and close controlLong reach, grabs, and tools that beat passive blockingOrga’s giant hands and paralysing goo; Anguirus’ grapples; Megalon’s pop-up grabWhiffs are costly, especially against fast or blunt-resistant foes
Counter and defenseA shield or block-related deterrent that punishes predictable pressureAnguirus’ rear-spine block damage; Mecha-King Ghidorah’s shieldPassive defense loses to ranged zoning and patient play

Best Kaiju for Learning Special-Attack Timing

Beginners should start with a kaiju whose special attacks teach timing instead of demanding it. Heisei Godzilla fits that job because he has high starting health, decent all-around stats, useful claws, and a tail that can help him recover from a knockdown. His high-energy pulse hits hard, but the slow charge is a visible invitation for a counter. Learn to fire it after a confirmed hit or a blocked combo, not at max range.

Godzilla 2000 is the faster, slightly less powerful alternative. He is still fairly balanced and arguably easier to use than his Heisei counterpart, which makes him a solid pick if you want a similar plan with a little more movement. Neither Godzilla is a pure zoner. Their sluggish projectiles mean you should close distance rather than settle into a long-range trade.

KaijuSpecial-attack identityBest useWatch out for
Heisei GodzillaHigh-energy pulse with slow chargeLearn punish timing and close-range pressureCounters during charge; sluggish projectiles
Godzilla 2000Faster, less powerful Godzilla variantMobility-focused fundamentalsLower power than Heisei
King GhidorahGravity beams and no-charge airborne lightning blastZone and control spacePoor melee; flight drains energy
AnguirusRear-spine block damage and solid grapplesCounter-attack specialistLow power; no long-range attack; slow block turn
MegalonTunnelling, pop-up grab, and electricityHit-and-run evasionBelow-average defense
GiganTeleportation, hook strikes, and Laser EyeAggressive rushdown mix-upsLaser Eye is unwieldy; vulnerable to energy attacks
DestoroyahHigh-damage, often unblockable energy attacksMid-range tank pressurePainfully slow movement; power-hungry tools
RodanFastest monster with strong air mobility and breath attackSpeed-based hit-and-runWeakest defense in the roster
Mecha-King GhidorahShield and draining projectilesLong-range grappling and controlNeeds range discipline to work
MechagodzillaLasers, missiles, plasma cannon, and flying head-buttHeavy ranged pressureEnergy depletion leaves weak grabs and sluggish melee
OrgaGiant hands, venomous maw, and paralysing gooBest grappler at close and mid rangeSluggish; goo is expensive if it misses
KiryuWeapons-focused cyborg with Absolute Zero Cannon rage attackBalanced weapon pressureEnergy-hungry compared with base Godzillas

Energy Management for Godzilla: Destroy All Monsters Melee Remastered Special Attacks

Every Godzilla: Destroy All Monsters Melee Remastered special attacks package has a price. Destoroyah’s best abilities are extremely power hungry, and without them his slow movement can leave him ineffective. Mechagodzilla relies on energy for flying and many ranged attacks, so a depleted automaton is stuck with underwhelming grabs and sluggish melee. King Ghidorah’s flight is limited by energy drain, while Megalon’s burrowing still costs energy even though it makes him difficult to pin down.

Use these three rules to stop bleeding energy:

  • Spend on confirms, not hope. Fire a charged pulse, rage attack, or high-cost goo only after a hit, a block string, or a read you can justify.
  • Protect your escape budget. If tunnelling, teleportation, or flight is your way out of pressure, do not burn that energy on a low-percentage projectile.
  • Keep a low-cost plan. When energy is low, lean on melee, grabs, and movement instead of forcing a special that leaves you exposed.
MistakeWhy it losesFix
Firing a slow pulse at max rangeThe charge is easy to see and counterUse it after a confirmed hit or blocked combo
Chasing a flier with projectilesYou drain energy while the target controls the airReposition, protect your escape tool, and punish the landing
Spending traversal energy earlyYou lose your best way out of pressureSave tunnelling, teleportation, or flight for defense
Ignoring the opponent’s energyYou miss the moment their best tool is unavailableWatch their special usage and pressure when they are drained
Treating grabs as freeWhiffed grabs are punished hardUse grabs after blocking or movement bait, not from neutral

Practice Plan: Turn Special Attacks into Habits

A short practice block is more useful than a long session of random matches. Pick one job at a time and make the special attack part of a sequence. The goal is not to land a cinematic hit every round; it is to make your energy spending predictable to you and frustrating to the opponent.

DrillGoalGood kaiju to use
Pulse confirmLand a close-range punish after a blocked combo or knockdownHeisei Godzilla
Space-control ladderAlternate projectiles and movement so the opponent cannot walk in for freeKing Ghidorah, Mechagodzilla
Escape resetUse tunnelling, teleportation, or flight to avoid pressure and re-enter on your termsMegalon, Gigan
Counter blockMake the opponent regret predictable melee pressureAnguirus
Grapple pressureWin close and mid-range exchanges with reach and grabsOrga

During these drills, count how often you fire a special attack without a reason. That number is your real improvement metric. A player who lands two meaningful pulses per round is usually ahead of a player who fires six desperate ones.

Matchup Counters for Godzilla: Destroy All Monsters Melee Remastered Special Attacks

Godzilla: Destroy All Monsters Melee Remastered special attacks change value depending on the opponent. A zoner wants you to trade projectiles; a grappler wants you to stand still; a rushdown monster wants you to panic. Adjust before the first hit lands.

Opponent patternCounterplanKaiju that fit
Zoner keeps distance with beams and missilesClose the gap behind movement, use traversal to avoid the obvious shot, and punish the recoveryMegalon, Gigan, Rodan
Grappler waits for a whiffStay at mid range, use projectiles and reach, and avoid raw grabsKing Ghidorah, Mechagodzilla
Rushdown teleports or flies inHold your ground, use block-related deterrents, and punish predictable re-entryAnguirus, Destoroyah
Tank leans on high-damage energyUse speed to deny clean setups and pressure while their expensive tools are downRodan, Gigan
Flyer controls the airDo not chase endlessly; protect your space and make the landing cost more than the flightKing Ghidorah, Mechagodzilla

Against Destoroyah, respect the unblockable energy threat but exploit the slow movement. Against Rodan, do not trade hits; his speed and mobility are real, but his defense is the weakest on the roster. Against Orga, stay out of giant-hand range when your energy is low, because a missed paralysing goo can leave him exposed. Against Anguirus, avoid predictable block pressure because his rear spines can damage the attacker.

FAQ

Which kaiju is best for learning special attacks first?

Heisei Godzilla is the safest starting point. His high starting health and balanced stats give you room to learn, and his slow-charging high-energy pulse teaches a valuable lesson: powerful Godzilla: Destroy All Monsters Melee Remastered special attacks need a setup, not a prayer.

Are all special attacks unblockable?

No. Destoroyah is the clear exception, with a range of high-damage energy attacks that are often unblockable. Other kaiju rely on projectiles, grapples, shields, or block-related damage, so you should test each tool in context rather than assume every special beats blocking.

How do I counter long-range special attacks?

Close the distance instead of trading shots. Heisei Godzilla’s projectiles are relatively sluggish, and many ranged tools depend on energy, so movement and patience can force a whiff. Use tunnelling, teleportation, or flight only when it creates a real punish, not as a permanent escape.

Does flying or tunnelling drain energy?

Yes. King Ghidorah’s flight is limited by energy drain, Megalon’s burrowing uses energy, and Mechagodzilla needs energy for flying and many ranged attacks. Treat mobility as part of your special-attack budget, not a free extra.