Destoroyah Guide: High-Damage Closers and Pressure
How to play Destoroyah in the remaster: closing space, turning one opening into huge damage, and managing the commitment that makes him high-risk.

Destoroyah is the remaster's high-damage closer. He is not the fastest monster, and he is not the most technical, but he can turn a single opening into a round. His tools are built around getting in, landing a short sequence, and making the opponent respect the next approach.
The character is a risk-reward puzzle. His best attacks commit him, and a patient opponent can punish the recovery. If you play him patiently, he feels unstoppable; if you play him desperately, he feels clunky. The difference is knowing when to press and when to reset.
The toolkit
Micro-oxygen attacks. Destoroyah's signature tools are close-to-mid-range attacks that hit hard and cover a wide area. The exact behavior may differ from the 2002 version, but the design intent is clear: he wants to be close enough to threaten a big hit without being so close that he gets grabbed.
Heavy normals. His melee tools are slow but damaging. They are designed to punish a blocked or whiffed attack, not to start a combo from neutral.
Ranged pressure. He has a ranged option that covers the space in front of him. It is less about zoning and more about covering an advance. Use it to make the opponent block, then close.
Grab. His grab is slow but powerful. Use it after a blocked string or a ranged attack.
Rage Mode. His Rage state enhances his damage and makes his closers even more threatening. Activate it when the opponent is cornered or when you have just landed a heavy.
Destoroyah's heaviest attacks are easy to see coming. Open with a fast normal or a ranged attack, then use the heavy as a punish. The character rewards patience.
The neutral game
Destoroyah wants to be at close-to-mid range, where his big attacks are threatening and his slow recovery is less exposed. At long range, he is a worse zoner than King Ghidorah. At close range, faster characters can run circles around him.
The basic loop:
- Walk forward and claim space.
- If the opponent backs away, use the ranged attack to cover your advance.
- If the opponent attacks, block or sidestep, then punish with a heavy.
- If the opponent turtles, grab.
- If the opponent is faster, do not chase. Let them come to you and punish their approach.
The character is about making the opponent's approach expensive. A single heavy can win a round, but a whiffed heavy can lose one. Do not throw out the big move without a read.
Using Rage Mode
Activate Rage when:
- The opponent is cornered.
- You have just landed a heavy or a grab.
- You need to steal a round and the opponent is low on health.
Do not activate it at full health in neutral. The opponent will back off, and you will waste the duration. During Rage, use your ranged attack to cover the approach, then finish with a heavy or a grab.
His ranged tool is a way to cover an advance, not a way to win from full screen. If you stay at range, you are playing a worse version of King Ghidorah.
Matchups
Vs. Godzilla. Godzilla is slower but more durable. You want to make his approach expensive and punish his slow recovery. Do not let him stand at mid-range and fire back.
Vs. King Ghidorah. Ghidorah's wide normals and beams control the space you want to use. Use cover, close in bursts, and punish his slow normals. This is a difficult matchup.
Vs. Mechagodzilla. Mechagodzilla's armor can absorb your first hit. Use the grab more often, and do not autopilot the same string. If he backs away, close with a sidestep, not a straight dash.
Vs. Kiryu. Kiryu's freeze tools can stop your approach. Avoid predictable heavies, and do not fire the ranged attack when he is waiting for it. The matchup is about patience.
Vs. Gigan. Gigan is faster and wants to mix you up. Use wide normals and the ranged attack to cover his movement. If he gets inside, block and grab.
Vs. Rodan. Rodan attacks from the air. Use the ranged attack to cover his landing and wide normals when he circles. Do not chase him into the air.
Vs. Megalon. Megalon's grabs beat your blocking. Sidestep more and avoid the corner. Your damage lets you win a short exchange if you do not get grabbed.
Vs. Orga. Orga is stable at every range. Use your damage to punish his approach, and do not let him settle. The matchup is close to even.
Vs. Anguirus. Anguirus is short and can make your high attacks whiff. Use low attacks and grabs, and do not assume your heavy will connect.
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 with a heavy. Do not try to out-speed him.
Beginner mistakes
Opening with the biggest move. It is easy to see coming. Use a fast normal or a ranged attack first.
Chasing fast characters. Destoroyah cannot catch Gigan or Rodan in a straight line. Let them come to you.
Ignoring the grab. A blocking opponent will stop your heavies. The grab is the answer.
Using Rage at range. Activate it when you are already close.
Overcommitting after a blocked heavy. If the opponent blocks, reset. Do not throw another heavy.
A simple game plan
- Round start: walk forward, claim the center, do not commit to a heavy.
- If ahead: keep the pressure, but reset after a blocked string.
- If behind: use Rage after a knockdown, then pressure with heavies and grabs.
- In the corner: block, sidestep, and look for a grab. Do not try to out-mash a faster character.
- Last hit: use a fast normal or a grab, not a slow heavy.
Destoroyah is a character who rewards players who understand risk and reward. He is not the easiest pick, but he is one of the most explosive. The tier list places him in the middle tier for his commitment cost.
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 Destoroyah 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 Destoroyah 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.
