Anguirus is a playable Showa-era kaiju in Godzilla: Destroy All Monsters Melee Remastered and is listed as available by default. His established combat identity is a low, armored brawler built around a spiked shell, four-legged defense, charging attacks, tail strikes, and a sonic energy attack.
The important limitation is version-specific: the 2026 remaster is officially described as including gameplay updates, but the available Anguirus move documentation uses the original GameCube and Xbox controls. Use the legacy names below to recognize his kit, not as a confirmed remaster button guide.
Anguirus at a glance
| Detail | What is supported |
|---|---|
| Roster role | Playable monster |
| Version represented | Showa Anguirus |
| Starting availability | Listed as unlocked by default |
| Core identity | Quadrupedal, shell-focused close-range fighter |
| Legacy energy attack | Sonic Roar |
| Legacy Rage attack | Energy Spikes |
| Remaster inputs | Not confirmed by the available version-specific material |
Anguirus is visually easy to identify by his low stance, horned head, long tail, and carapace covered in spikes. That silhouette also explains much of the older move set: he can present the shell defensively, attack while on all fours, turn his tail into a wide strike, or use his whole body as a rolling weapon.

The legacy Anguirus combat identity
The original move reference gives Anguirus two unusual defensive traits.
Shell Block turns his spiked shell toward the opponent. This is more than a generic standing guard animation: the move is built around facing the armored back toward the immediate threat.
Four-legged Defense applies while Anguirus is on all fours. In the legacy documentation, that stance makes him immune to sweeps and overhead attacks and reduces damage from weapon fire by half. Those are strong, specific properties, but they should be verified in the remaster before being treated as current competitive rules.
Together, these mechanics describe the intended rhythm of the character. Anguirus is not presented as a flying kaiju or a conventional upright boxer. His recognizable defensive state is low to the ground, while his shell changes which part of his body the opponent must deal with.
Legacy attacks worth recognizing
Anguirus's documented attacks cover direct charges, rolling body attacks, tail coverage, aerial body drops, and a ranged roar.
| Move | Type | Documented function |
|---|---|---|
| Horn Charge | Edged attack | A forward attack led by the horn |
| Thunderball | Edged attack | A forward rolling body attack |
| Tail Spin | Edged attack | A low tail-based spin |
| 4-foot Tail | Edged attack | A tail attack performed while on all fours |
| Carapace Landing | Edged attack | An aerial attack that lands with the spiked shell |
| Sonic Roar | Energy attack | A charge-and-release ranged attack that drains energy |
| Energy Spikes | Rage attack | Anguirus's special attack while in Rage Mode |
This list is useful for identifying what Anguirus is doing on screen. Horn Charge and Thunderball are his most obvious forward-moving legacy actions. Tail Spin and 4-foot Tail represent coverage around the lower body. Carapace Landing turns the shell into an attack from the air. Sonic Roar is the major exception to his physical style, giving him an energy-based option at range.
Legacy GameCube and Xbox input reference
The table below preserves the old control notation because it can help returning players identify move names. It does not establish the 2026 remaster bindings.
| Move | GameCube reference | Original Xbox reference |
|---|---|---|
| Shell Block | Y | Y |
| Forefoot Stomp | Down + A | Down + A |
| Mule Kick | Up + B | Up + X |
| Horn Charge | Toward opponent + B | Toward opponent + X |
| Thunderball | Toward opponent + X | Toward opponent + B |
| Tail Spin | Down + X | Down + B |
| 4-foot Tail | On all fours, X | On all fours, B |
| Carapace Landing | R, then A | Right Trigger + A |
| Sonic Roar | Hold Z, then release | Hold Black, then release |
| Energy Spikes | A + X in Rage Mode | A + B in Rage Mode |
Do not translate these buttons directly to PlayStation 5, modern Xbox, Nintendo Switch, Nintendo Switch 2, or Steam controls. The remaster spans those current platforms, and its exact per-platform mappings are not supplied here.
A safe way to learn Anguirus in the remaster
Because the current bindings and balance data are not verified, learn the remaster version from its own move list rather than assuming the old buttons still apply.
- Open the remaster's control or move-list screen for Anguirus and locate the moves named Shell Block, Thunderball, Sonic Roar, and Energy Spikes if they are present.
- Test Shell Block in a low-risk match and confirm which direction Anguirus faces, what attacks it stops, and whether throws still beat the defense.
- Check whether entering a four-legged state still changes protection against sweeps, overhead attacks, or weapon fire.
- Test Horn Charge and Thunderball separately. They are distinct legacy actions even though both move Anguirus forward.
- Watch the energy meter while charging Sonic Roar to confirm the current cost and recharge behavior.
- Use Rage Mode only after checking the remaster's displayed command and effects; the supplied sources do not resolve current damage values.
This process keeps the useful legacy vocabulary while avoiding unsupported assumptions about modern controls, damage, or frame behavior.
What this page can and cannot confirm
The available material supports Anguirus's playable Showa identity and documents the shape of his legacy kit. It does not provide a remaster-specific command list, frame data, damage values, matchup chart, or platform-by-platform control mapping.
That boundary matters because the remaster is not merely the 2002 executable on new hardware: its official description includes gameplay updates and quality-of-life changes. Until current in-game data confirms the details, the older move names are a recognition aid rather than proof that every property carried over unchanged.