Anguirus Guide: Low-Profile Counters and Spike Pressure
How to play Anguirus in the remaster: using his short stature, spike attacks, and counter tools to beat bigger monsters without getting zoned out.

Anguirus is the smallest monster in the roster, and that is his defining trait. His low profile makes some high attacks whiff, his spike tools punish predictable approaches, and his durability is better than his size suggests. He is not a beginner character, but he is not a joke pick either.
The challenge is range. Anguirus has to get close to deal damage, and the roster is full of zoners who want to keep him at arm's length. If you cannot close the distance without walking into a beam, you will spend the match blocking and losing.
The toolkit
Low profile. Anguirus is short enough that some high attacks pass over him. This is not a universal evasion tool; it depends on the opponent's move. Against tall characters with high normals, it is a real advantage. Against low attacks, it does nothing.
Spike attacks. His spikes give him wide, short-range coverage. They are good for punishing an opponent who tries to step around him, and they can catch a careless approach. They are not long-range projectiles.
Rolling or charging tools. The 2002 Anguirus had a rolling attack that closed distance and hit low. The remaster preserves the character's identity, but the exact input and frame data may differ. Check the in-game move list for the current version.
Grab. Anguirus's grab is a key part of his game. A blocking opponent is exactly the kind of target he wants, because his damage comes from short-range punishes.
Rage Mode. His Rage state turns him into a close-range threat. Activate it when you are already in range, not when you are across the arena.
Anguirus is not an aerial character. Jumping gives up his low-profile advantage and puts him in the air where bigger monsters can swat him. Stay grounded, close the distance, and use your spikes.
The neutral game
Anguirus wants to be just outside the opponent's light attack range, then step in with a spike or a grab. The problem is getting there. Against a zoner, you need to use cover, sidesteps, and patience.
The basic loop:
- Walk forward behind cover if the stage has it.
- Sidestep the projectile, then close.
- Once in range, use a spike attack or a light string.
- If the opponent blocks, grab.
- If the opponent backs away, do not chase in a straight line. Reset and find another angle.
The character is about angles, not speed. Anguirus does not have the dash to close a full-screen gap, so he needs to use the arena and the opponent's commitments.
Using Rage Mode
Anguirus's Rage Mode is a close-range burst. Activate it when:
- You have just blocked an opponent's string and they are recovering.
- The opponent is cornered.
- You need to steal a round and you are already in range.
Do not activate it at long range. The opponent will simply back off. If you activate it after a knockdown, use the time to set up a spike or a grab, not to chase.
During Rage, favor grabs and short strings. The enhanced damage makes a two-hit sequence meaningful, and the threat of the grab forces the opponent to stop blocking. If they start attacking to interrupt you, block and punish.
If you are losing badly, Rage will not save you unless you can land a hit. Use it when you have an opening, not as a panic button.
Matchups
Vs. Godzilla. Godzilla's high attacks can whiff over Anguirus, but his beam and tail sweep cover the low angle. Stay mobile, close behind cover, and punish his slow recovery. Do not stand at mid-range.
Vs. King Ghidorah. This is Anguirus's hardest matchup. Ghidorah's wide normals and beams control the space Anguirus needs. Use sidesteps, close in bursts, and punish the slow normals. If the Ghidorah player is patient, the matchup is an uphill battle.
Vs. Mechagodzilla. Mechagodzilla's armor and projectiles make the approach difficult. Use cover, close in bursts, and grab when he blocks. His slow close-range normals are your opening.
Vs. Kiryu. Kiryu's freeze tools can stop your approach. Avoid predictable rolls, and do not jump into his maser. The matchup is about patience.
Vs. Gigan. Gigan is faster and wants to mix you up. Use your wide spike attacks to cover his movement, and do not chase him. Punish his commitments.
Vs. Megalon. Megalon's grabs beat your blocking. Sidestep more and avoid the corner. Your low profile can make some of his high attacks whiff.
Vs. Rodan. Rodan attacks from the air. Stay grounded, use your spikes when he dives, and punish the landing. Do not jump after him.
Vs. Destoroyah. Destoroyah hits hard and closes space. Block the first approach, then punish the recovery. Your durability helps you survive one exchange.
Vs. Orga. Orga is stable at every range. The matchup is close to even. Use your low profile to make his high attacks whiff, and grab when he blocks.
Vs. Mecha-King Ghidorah. His traps require setup. Stay mobile, avoid the cables, and punish when he commits.
Vs. Godzilla 2000. The faster Godzilla wants to pressure you. Block the first string, then punish the recovery. Do not try to out-speed him.
Beginner mistakes
Trying to play like a zoner. Anguirus has no reliable full-screen tool. If you stay at range, you lose.
Jumping. It gives up your low-profile advantage and puts you in the air where you are vulnerable.
Chasing fast characters. Anguirus cannot catch Gigan or Rodan in a straight line. Let them come to you.
Ignoring the grab. A blocking opponent will stop your spikes. The grab is the answer.
Using Rage at range. Activate it when you are already close.
A simple game plan
- Round start: move behind cover, do not walk in a straight line.
- If ahead: stay patient, block more, force the opponent to approach.
- If behind: use Rage after a blocked string, then pressure with spikes and grabs.
- In the corner: block, sidestep, and look for a grab. Do not try to out-mash a bigger monster.
- Last hit: use a fast spike or a grab, not a slow heavy.
Anguirus is a character who rewards patience and angle control. He is not the easiest pick, but he is one of the most satisfying when you close the gap and make a zoner panic. The tier list places him in the specialist tier for that reason.
Official source: Godzilla: Destroy All Monsters Melee Remastered Trailer Reveals Full 12-Kaiju Roster
For the next read, compare the tier list and the unlock route.
Sources and verification
- The official Godzilla roster article confirms Anguirus as one of the 12 playable kaiju.
- Steam confirms the Rage Mode and the single-player campaign structure.
- TOHO Kingdom's original specifics provides the 2002 Anguirus context.
- Wikizilla tracks the remaster's roster.
The exact frame data and move inputs may differ from the 2002 release. Check the in-game move list for the final values.
More Godzilla: Destroy All Monsters Melee Remastered Guides
How to play Mecha-King Ghidorah in the remaster: using cable traps and gravity beams to control space, and why the setup character is harder than King Ghidorah.
How to play the Showa Mechagodzilla in the remaster: armor trades, missile pressure, beam zoning, and the close-range weakness that keeps him honest.
How to play Megalon in the remaster: using the drill to close space, punishing blocks with grabs, and turning a corner into a win condition.
How to play Orga in the remaster: using the shoulder cannon to cover his approach, controlling space with grabs, and why he is a safe second pick.
Start with the right mode, learn blocking and Rage Mode, and avoid the five mistakes that lose most launch-week matches. A practical first-session plan.
How to play Rodan in the remaster: using flight and speed to avoid grounded fights, the heat beam's role, and the matchups that punish reckless dives.
How the control scheme works on PS5, Xbox, Switch 2, and PC, the inputs that matter in a fight, and the settings worth changing before your first online match.
Local split-screen, four-player sessions, and the new online mode explained. What is confirmed, what is still unclear, and how to set up a match.
