One of the melee specialists, and the most aggressive rushdown of the entire cast. The only one with no projectiles at all, Anguirus more than makes up for it with his strong approach options, high stun output, and guaranteed damage setups once he finally makes his way in. A great pick for players who like to hold forward and oppress opponents.
- j d+X is one of, if not the highest priority jump ins in the game, and is extremely + on hit/block, and is 2 hits so it can be done very high. Needless say, his followup options from this are disgusting
- 2nd strongest bite throw in the game
- Easy unblockables for guaranteed damage
- Massive practical stun output
- d+Y has really long range, and links into itself vs standing opponents
- Other jump ins aren't anything to write home about
- Crouching also extends his collision box forward a lot, pushing the opponent away and out of your own grab range
- Wide hurtbox makes him easy to crossup
- Can't do anything if he's kept out
- Relies on being able to stay in to get work done
- Heavies and specials have significant startup, resulting in weak whiff and tech punish options
- Very low chip output
His gameplan is really simple, he wants to get in and harass with run rush d+Ys, threaten run up throw, and abuse uf j. d+X. The hard part is to minimize the damage you take on your way in, but we'll get to that later. His uf j. d+X can be upwards of like +30, and you want to very familiar with your options at this point. Unblock d+Y x2 is the safest guaranteed go to option, but it is of course, a pretty low reward, and that's assuming you get the link. But before you instead mix in throws, you need to consider this about your opponent: d+Y is guaranteed anyways, and they are stuck in blockstun, so they have absolutely no reason to not just OS mash tech, which would instead result in them punishing you, generally for far more damage than your d+Y x2.
So, what you need are ways to blow up or throw off OS throw tech before you try to grab them. Getting a good feel for your own frame data and sometimes grabbing when in the last few frames of blockstun would help. d+Y tick pushes them too far, but you can still run up and grab, so that's something to keep in mind. Tick st. Y would not push them too far, so you can throw their timing off even more by ticking late, and then grabbing, though this is a bit telegraphed. And of course, if they start to overmash, that's probably what the devs intended his neutral j. d+X to be used for. So you can frametrap that and get like 60% burst stun and huge damage.
There's also the cheeky option of crossup air hcb+Y. Depending on distance and when you do it, it can hit like a normal fighting game crossup when you're behind their head, or at the end of the roll during what looks like the recovery frames, where his tail will stab their knees. The former is unsafe, but hard to block, though you will be back turned. Watch out for wait into throw, cuz you can't OS tech your way out of that since you can still input stuff while turning around. The latter variation is of course + and lets you do more mixups, but gives them much more time to react. Usually though, I think they'll just assume you whiffed and walk into it trying to whiff punish you. Because of how slow turning around is in this game, I'm not sure if you can add yet another layer with a 3rd variation of actually whiffing the roll and doing essentially empty jump turn around d+Y, but could be a fun thing to try out. You're too far for empty jump throw on a whiff, unfortunately. You'd have to empty jump, turn around, run up throw if you want that, and that's as ehhh as it sounds. Still great ways to get into your opponent's head though.
That all assumes you got in and get your fj. d+X pressure going, but since no one wants any part of that, you will have to deal with neutral first. d+X has low crush properties when he lifts his hind legs up, and also hits at the top peak of the tail, so keep that property in mind. This is great for crushing Ghidorah and MG2's long range lows, and poking Biollante's beak. j. hcb+Y doesn't stop his horizontal jump momentum like most air moves, has extremely long horizontal reach, and is safe on block with the right timing. Therefore, max range that as a jumping poke can be a great way to close large gaps. Ground hcb+Y is also difficult to whiff punish, has solid priority, chips, and is slightly + at max range. Likewise, charge b, f+X despite having massive startup, has insane priority and knockback (unless they're already cornered, in which case, this is unsafe and easily punishable), and knocks down on hit. Put all that together with his low profile and quick d+Y low, and you should be able to hold your own in midrange.
Interesting to note is, his b, f special actually counts as back turned during the animation, and can be chained into itself by just holding f and pressing X again, cuz you're technically charging b during it. A more useful thing to do though, is just a regular st. X within the first couple frames of recovery before you turn around so you flip backwards towards them. The tail still has a hitbox on the way down, and is a high priority button with a lot of screen coverage when done this way, so not a bad choice at all to close the gap. Plus it looks cool.
Hcb+Y is his most damaging antiair, but the timing can be hard. It is safe and swats them down into a nice range for ambiguous throw or d+Y though, so it can be very rewarding. Whether it's - or + depends on timing and height, so it essentially initiates a scramble. Farther jump ins you can try to swat with the top tip of d+X. His best antiair is for close and crossup jump ins, st. X. It's high priority and fast startup, but very short forward reach. If you hard read a jump, the most rewarding thing you can do is neutral j. d+X for huge priority, stun, range, damage, and knockback on aerial targets.
- Average speed, but quite high and far hop.
- Low profile run that goes under most projectiles. Core to his gameplay. Can run slide some attacks.
Wake Up Speed
- Low profile crouch that can duck under most projectiles
- Interestingly, his crouch block is actually slightly taller, and will not duck under some things like full screen Godzilla ground fireballs, whereas just crouching would
- Crouch block has a really weird throw hitbox, and makes Megalon's napalm into forced throw setup not work in some instances. Unclear if it affects any other specific interactions, but it's likely.
- Fast short ranged jab with low knockback and recovery, cannot be ducked. Mostly used for tick throw setups.
- A very long ranged fast low. Maintains his low profile, is frame advantage, and links into itself on standing opponents. Pushes them a bit far for tick throws. His main ground normal.
- A fast backflip with ok priority. Mostly used as a hit confirm or to antiair crossups. Very poor forward horizontal reach, but great backwards reach makes it an actually decent long ranged poke if you do it backwards after a charge b, f tackle.
- Turns around and kicks up his tail and hind legs, then swats his tail down. Removes grounded hurtbox from hind legs, making it an effective low crush. Tail hitbox activates when it's at peak height, so it's also an effective antiair and high poke. His hurtbox also goes up though, so it can be whiff punished by high attacks he normally ducks such as Godzilla run slide X or Megalon fireball. Frame dis/advantage will vary depending on when the tail hits, but generally it's always safe on block even when minus.
- Double paw pounce. Slightly more active frames than X version, but less damage and hitstun, so kinda useless.
- Small headbutt. Active throughout entire jump, but terrible hitbox means it's never used.
- Double paw pounce with good priority, damage, reach, and active frames. A good long range air normal for when you don't want to fully commit to instant air tail roll.
- Diving headbutt. The highest priority jump in in the game, with 2 hits, insane hit/blockstun, and a very low hitbox. Core to his main offense. Can be done very high in the jump at the right distances, where the second hit will reach them as he's landing. It does cripple his horizontal momentum, so he will need to jump from up close to get the most out of it. It can also crossup, but the second hit will whiff and he will be minus.
- Same as X, except worse in every single way. Don't use.
- Same as X, except worse in every single way. Don't use.
- 2 hit small paw swipe that spikes air opponents down. A meh air to air overall due to it's impractically small hitbox.
- Spins and swings his tail horizontally like a bat, 2 hits. Slow startup, but massive range, priority, and about 60% stun damage. Similar with Zangief's neutral j. d+HP, the situations to use this effectively are rare, but because it's so rewarding, you should absolutely be looking/fishing for them often.
- Bite throw. The bites itself are actually 2nd best in the game, but weak followup damage options makes it average overall. Still a very important part of his pressure game cuz it sets up another jump in vortex.
- Back throw with less initial damage, but sets up back turned unblockable neutral j.d+X followup for 75% burst stun. Roughly the same damage, but gives up his vortex. Use over bite when it'll lead to stun.
- Tail roll. High priority, good range chips, and good damage. Frame dis/advantage varies depending on how and when it hits.
- Y version is quicker, and the more often used one. Can stuff some counter poke attempts that try to keep you out, and is also his best antiair overall.
- X version is much slower, but also higher priority and damage. Because of the long range and blockstun, it's difficult to punish as long as you're doing it from max range.
- Less recovery frames compared to ground versions, but varies depending on when you do it.
- Y version is almost always used, and when done early while still rising from the jump, such that he lands on his feet as soon as the roll finishes, he will be plus on block. Unlike most air attacks, this doesn't affect his horizontal air momentum, making this an excellent long range jumping poke to close the gap. It can also cross up in either the traditional way behind their neck, or with it's last active frames when his tail is fully extended behind him. Adjusting what height you do it at to get the result you want is important to using this tool effectively. Improper usage will result in punishable minus frames.
- X version is too slow to be useful outside of first frame instant air uf jump to start a stun combo from afar.
- Back tackle. Turns around and throws himself backwards, spiky back first. Huge priority and knockback, but very long startup and recovery. Doesn't knock back when opponent is cornered, and will become punishable. An ok move to throw out every now and then to fish for counter hits and take screen space. Counts as back turned during the animation and 1 frame after recovery, allowing him to do attacks in the wrong direction. Buffering inputs during the animation will need to be done facing the away from the opponent as well. As such, it can be spammed into itself by just holding f and pressing a button again.
- Y version is quicker, but still kinda molasses, and doesn't really have appreciable range. Doesn't knock down on hit, and is overall more dangerous to use than X version.
- X travels very far and knocks down on hit, and has higher priority, but has more startup. Still, I find this the preferable version to use in most situations where you'll start the move just out of their attack range, as you don't face nearly as much risk of them back dashing far enough to make it whiff and get a punish on you.
- Flying ball. Interestingly, this will become his signature attack in Final Wars, which came out long after this game. He jumps straight up, then dives df at a shallow angle. If it connects while high enough in the air, he will arc back up and finish with a high crossup tail roll that's difficult to punish. Otherwise, he'll slide down onto the ground into a very unsafe point blank tail roll.
- Almost all the damage is front loaded on the initial hit.
- Projectile invincible for a time once he starts rolling.
- Spikes air opponents down after enough hits.
- Can deal a good amount of chip on a good high hit count roll.
- Can only be confirmed into from a stun, making it mostly a hail mary super.
- Fast flying ball. Launch angle changes depending on when you release it. Almost instant startup. Otherwise, looks and works similar to his regular wrath.
- Does NOT have any projectile invulnerability.
- Damage is much lower, and overall, is the lowest damage wrath in the game.
- Can be charge partitioned rather generously, allowing him to still run and dash and play normally while charging.
- Still his preferred wrath because it lets him punish any misplay his opponent may make on reaction for significant damage.
- His only good tool vs Mothra. If you whiff this wrath on her, the round is basically lost.
- Because he travels so absurdly far on his tech, this is indeed his only universal guaranteed punish. Run slide d+X or hcb+Y might work on some larger opponents, but honestly, you're better off just holding uf and jump in with d+X with the frame advantage to go into his main frame trap instead. At worst, it's guaranteed 2 d+Ys
- Optimal, allows time to vortex with uf j. d+X
- Slightly more damage, but far worse recovery and followup potential
- (vs standing)d+Y x2
- j d+X (blocked), d+Y x2
- Bread and butter. Meh damage, but good stun. The main reason Anguirus does not need chip damage
- j d+X (hit), X
- f u b throw, unblock neutral j. ~d+X
- ~75% burst stun and solid damage. The timing for nj. d+X varies depending on opponent, but it's an easy unblockable for most average sized opponents by just doing it as soon as you leave the ground. Your tail hitbox will hover at their head and only make contact once they've stood all the way up and their wakeup invin is gone, making this a very loose and consistent unblock setup. Annoyingly, 2 exceptions to this are King Ghidorah, who's way too tall, and Godzilla, who has a really small head in this game. Both of whom are quite high tiered already. The combo still works on them, but requires normal unblock meaty timing, which is very tight.
- (corner only) qcd throw, stand glitch wrath, OTG hcb+Y
- Not practical, just here for completeness. His max damage combo, ~95%. Could be one hell of a hail mary comeback.
- qcd throw, stand glitch hcb+X, OTG hcb+Y
- Not practical, do not use. Max damage meterless bite combo, ~45%.
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- NIMBLY BIMBLY ANNOYING LITTLE FIGHTER, LOW DAMAGE OUTPUT BUT THROW MIX UPS WILL ADD UP
- BENEFITS FROM HAVING WRATH TO POWER UP ATTACKS.
- HAS THE MOST NORMAL ATTACKS IN GAME.
- CROUCH BLOCK ANIMATION RAISES BUTT A LITTLE AND CAN BE EXPOSED TO CHIP. OTHERWISE JUST DUCK.
- DUE TO INPUT LENIENCY OF GAME, YOU CAN INPUT THE SOMERSAULT PRIOR TO JUMPING.
- HIS STAGE TAKES PLACE IN OSAKA. HE ALWAYS HAS SOMETHING TO DO WITH THAT CASTLE.
- DESTRUCTIBLES ARE TRIGGERED BY JUMPS. IN FRONT OF OSAKA CASTLE AND SOME FOREGROUND TREES ON THE RIGHT.
- AVERAGE STUN RESISTANCE AND RECOVERY.
- QUICK BACK DASH HOP, LOW PROFILE RUN AGAINST PROJECTILES BUT SOMEWHAT LONG BODY.
LIGHT NORMALS (Y BUTTON)
STANDING >>> FAST POKE, KEEP PEOPLE CLOSE
CROUCHING >>> BEST LONG REACH POKE. PUNISH RECOVERIES.
JUMPING (NEUTRAL) >>> ANTI-AIR TO AIR ABOVE YOUR HEAD. OR SINGLE HITTING TAIL SWING WITH LOTS OF REACH.
JUMPING >>> LIGHT FAR REACHING JUMP IN. OR HEADBUTT, NOT TOO USEFUL?
HEAVY NORMALS (X BUTTON)
STANDING >>> ANTI-AIR, DEFENSIVE AND MOVES YOU BACK.
CROUCHING >>> DECENT PUNISH, LIMITED ANTI-AIR USE.
JUMPING (NEUTRAL) >>> ANTI-AIR ABOVE YOUR HEAD, BRINGS FLYERS DOWN. OR 2-HIT HIGH STUNNING TAIL SWING, GOOD AGAINST FLYERS.
JUMPING >>> HEAVY POUNCE, GOOD JUMP PUNISH FOR PROJECTILES. OR 2 HIT OVERHEAD. PLACES OPPONENT IN BLOCK STUN FOR FREE LOW LIGHT OR FREE GRAB ATTEMPT.
GRAPPLES (B BUTTON)
F, DF,,D + B BUTTON >>> BITE
- FAST THROW THAT CAN BE ESCAPED BY MASHING BUTTONS AND WEAK. GOOD QUICK UNBLOCKABLE DAMAGE AND KNOCKDOWN.
F, UF, U, UB, B + B BUTTON >>> OVER BACK THROW
- HANDY FOR CHANGING SIDES
- MODERATE DAMAGE
F, D, DB, B + ATTACK (ALSO AIR) >>> SOMERSAULT TAIL FLOP
- LONG REACH SAFE CHIP ON GROUND FROM FAR RANGE AND LIGHT VERSION
- LONG REACH IN AIR BUT OUGHT TO BE DONE LATE WITH THE LIGHT VERSION IN AIR
- HEAVY VERSION FOR RARE PUNISHES OR LONG DISTANCE PUNISHES PRE-EMPTIVE JUMP OVER PROJECTILES
- HEAVY AIR VERSION WHEN DONE INSTANT ADDS TAIL SWING BEHIND YOUR BACK WHEN YOU LAND
CHARGE B 2 SECONDS, F + ATTACK (CAN KEEP PRESSING) >>> BACK SLAM LAUNCH
- LIGHT VERSION SAFE ON BLOCK AND DOES NOT KNOCK DOWN WHILE THE HEAVY WILL WITH MORE RECOVERY
- NOT A GOOD ANTI-AIR
- NOT PROJECTILE PROOF UNFORTUNATELY
- NO BOUNCE BACK ON CORNERED OPPONENT MAKING YOU VULNERABLE
F, B, DB, D, DF, F + HEAVY >>> WRATH 1
- IS PROJECTILE INVULNERABLE ON THE WAY DOWN UP TO A CERTAIN POINT (on hit loses projectile invul properties?)
- INITIAL HIT IS STRONGER THAN WRATH 2
- BOTH WRATH VARIATIONS HAVE A SOMERSAULT ENDING ON THE GROUND OR IN THE AIR.
HOLD BUTTON A, RELEASE DURING ANY PART OF JUMP = WRATH 2
- CAN BE PERFORMED UPWARDS AGAINST FLYERS AND IS OVERALL MORE FLEXIBLE AT THE COST OF LESS DAMAGE (SOMETIMES)
- CAN BE STORED. EXAMPLE: HOLDING A, BACK HOP AND RE-HOLD A TO STILL USE.
- CAN STILL PERFORM OTHER ATTACKS OR SPECIAL MOVES HOLDING A.
- BOTH WRATH VARIATIONS HAVE A SOMERSAULT ENDING ON THE GROUND OR IN THE AIR.