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 job | What it looks like | Strong examples | Main risk |
|---|---|---|---|
| Close-range punish | A charged pulse or rage burst saved for a knockdown or blocked combo | Heisei Godzilla’s high-energy pulse; Kiryu’s Absolute Zero Cannon | Slow charge or high energy cost leaves you open |
| Space control | Beams, missiles, and projectiles that keep the opponent walking into your range | King Ghidorah’s gravity beams; Mechagodzilla’s lasers, missiles, and plasma cannon; Mecha-King Ghidorah’s draining projectiles | Energy drain and predictable projectile patterns |
| Evasion and re-entry | Tunnelling, teleportation, or flight used to avoid a punish and reset spacing | Megalon’s tunnelling; Gigan’s teleportation; King Ghidorah’s flight | Traversal consumes energy and can delay your own offense |
| Grapple and close control | Long reach, grabs, and tools that beat passive blocking | Orga’s giant hands and paralysing goo; Anguirus’ grapples; Megalon’s pop-up grab | Whiffs are costly, especially against fast or blunt-resistant foes |
| Counter and defense | A shield or block-related deterrent that punishes predictable pressure | Anguirus’ rear-spine block damage; Mecha-King Ghidorah’s shield | Passive 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.
| Kaiju | Special-attack identity | Best use | Watch out for |
|---|---|---|---|
| Heisei Godzilla | High-energy pulse with slow charge | Learn punish timing and close-range pressure | Counters during charge; sluggish projectiles |
| Godzilla 2000 | Faster, less powerful Godzilla variant | Mobility-focused fundamentals | Lower power than Heisei |
| King Ghidorah | Gravity beams and no-charge airborne lightning blast | Zone and control space | Poor melee; flight drains energy |
| Anguirus | Rear-spine block damage and solid grapples | Counter-attack specialist | Low power; no long-range attack; slow block turn |
| Megalon | Tunnelling, pop-up grab, and electricity | Hit-and-run evasion | Below-average defense |
| Gigan | Teleportation, hook strikes, and Laser Eye | Aggressive rushdown mix-ups | Laser Eye is unwieldy; vulnerable to energy attacks |
| Destoroyah | High-damage, often unblockable energy attacks | Mid-range tank pressure | Painfully slow movement; power-hungry tools |
| Rodan | Fastest monster with strong air mobility and breath attack | Speed-based hit-and-run | Weakest defense in the roster |
| Mecha-King Ghidorah | Shield and draining projectiles | Long-range grappling and control | Needs range discipline to work |
| Mechagodzilla | Lasers, missiles, plasma cannon, and flying head-butt | Heavy ranged pressure | Energy depletion leaves weak grabs and sluggish melee |
| Orga | Giant hands, venomous maw, and paralysing goo | Best grappler at close and mid range | Sluggish; goo is expensive if it misses |
| Kiryu | Weapons-focused cyborg with Absolute Zero Cannon rage attack | Balanced weapon pressure | Energy-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.
| Mistake | Why it loses | Fix |
|---|---|---|
| Firing a slow pulse at max range | The charge is easy to see and counter | Use it after a confirmed hit or blocked combo |
| Chasing a flier with projectiles | You drain energy while the target controls the air | Reposition, protect your escape tool, and punish the landing |
| Spending traversal energy early | You lose your best way out of pressure | Save tunnelling, teleportation, or flight for defense |
| Ignoring the opponent’s energy | You miss the moment their best tool is unavailable | Watch their special usage and pressure when they are drained |
| Treating grabs as free | Whiffed grabs are punished hard | Use 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.
| Drill | Goal | Good kaiju to use |
|---|---|---|
| Pulse confirm | Land a close-range punish after a blocked combo or knockdown | Heisei Godzilla |
| Space-control ladder | Alternate projectiles and movement so the opponent cannot walk in for free | King Ghidorah, Mechagodzilla |
| Escape reset | Use tunnelling, teleportation, or flight to avoid pressure and re-enter on your terms | Megalon, Gigan |
| Counter block | Make the opponent regret predictable melee pressure | Anguirus |
| Grapple pressure | Win close and mid-range exchanges with reach and grabs | Orga |
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 pattern | Counterplan | Kaiju that fit |
|---|---|---|
| Zoner keeps distance with beams and missiles | Close the gap behind movement, use traversal to avoid the obvious shot, and punish the recovery | Megalon, Gigan, Rodan |
| Grappler waits for a whiff | Stay at mid range, use projectiles and reach, and avoid raw grabs | King Ghidorah, Mechagodzilla |
| Rushdown teleports or flies in | Hold your ground, use block-related deterrents, and punish predictable re-entry | Anguirus, Destoroyah |
| Tank leans on high-damage energy | Use speed to deny clean setups and pressure while their expensive tools are down | Rodan, Gigan |
| Flyer controls the air | Do not chase endlessly; protect your space and make the landing cost more than the flight | King 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.
Related Guides
Combo
Build practical Godzilla: Destroy All Monsters Melee Remastered combos with kaiju-specific routes, energy tips, and matchup adjustments.
Fight
Master every kaiju matchup with this Godzilla: Destroy All Monsters Melee Remastered combat guide, covering zoning, grapples, and rushdown.
Guide
A Godzilla: Destroy All Monsters Melee Remastered beginner guide to picking kaiju, managing energy, spacing, and winning early matches.
Moves
Learn Godzilla: Destroy All Monsters Melee Remastered controls, from blocking and grabs to beam steering, Rage Mode, and arena tactics.