Super Mechagodzilla: G-Force Anti-Godzilla Weapon Gフォース対ゴジラ兵器 スーパーメカゴジラ
Super Mechagodzilla: G-Force Anti-Godzilla Weapon

Only playable in VS Game, Super Mechagodzilla is nearly identical to Mechagodzilla (New), except with added moves to his arsenal as Garuda is attached. Garuda's ability to separate is interesting, but hardly worth the loss of the double jump or the almost game-finishing All-Out Weapon Assault. The only thing to be wary about this mostly broken character is accidentally pulling off similarly-mapped moves, like the Mega Buster and Dual Laser Cannon.


Normal & Special Attacks (Super Mechagodzilla)
Upper Punch (Y)

Super Mechagodzilla's fastest move, where he quickly raises his arm above his hand and does a small strike in front of him.

   
Punch (X)

The mechanical monster fully extends his arm for this attack, as he swings forward to try and land a hit on his opponent.

   
Low Kick (While ducking, Y)

Super Mechagodzilla, while crouched, swings with his foot to try and strike his rival with a low blow.

   
Roundhouse Kick (While ducking, X)

While crouching, the mechanical monster swings his mammoth foot in the direction of his opponent. Overall, Roundhouse Kick is a pretty powerful move, as it boasts excellent range and a sizeable amount of damage.

   
Uppercut (While jumping, Y)

A quick midair attack where Super Mechagodzilla swings upward with his fist. Unfortunately, the move has very little range to it, although it's still effective against both the Gotengo and Mothra when they are flying directly overhead.

   
Focused Punch (While jumping, X)

Super Mechagodzilla winds back his fist before making a full swing in the direction of his opponent. If successful, the blow will send his rival toppling to the ground from the impact.

   
Kick (While jumping, hold Down, Y)

A simple midair move where Super Mechagodzilla swings out with his foot to try and kick his opponent.

   
Long Kick (While jumping, hold Down, X)

While in midair, the mechanical monster fully extends its leg in an attempt to strike his rival. As expected, this move has a large area of range to it.

   
Double Jump (While jumping, Up)

During a jump, the rockets on Garuda fire up to allow Super Mechagodzilla to jump another time. The importance of this move can't be understated, as the mechanical monster can literally jump out of the screen on the second jump. The move is not only great for clearing distance, as the second jump can be done at an angle, but it's also a sure fire way to avoid a special. However, the double jump cannot be used if Super Mechagodzilla attacks during the initial jump. This move can only be done with Garuda attached.

   
Garuda Separation & Reuniting (Press/Hold Down + A)

Garuda detaches from Super Mechagodzilla and flies overhead. Using Separation opens up two new moves that Garuda can perform by itself. To separate, simply press Down and A. To reattach, hold both Down and A; however, watch out as this can be canceled if Super Mechagodzilla is hit in the process.

   
Rush (Hold Forward/Hold Back, A)

Using his jets, Super Mechagodzilla will quickly move about the screen in whichever direction is pressed. The A button can be held for the move to last longer; in fact, the mechanical monster can move across the entire screen if the button is held. The move is even faster, although only slightly, when Garuda is attached.

   
Body Blow (While running, Y/X)

While rushing in the direction of his opponent, Y or X can be pressed to have Super Mechagodzilla lower himself, setting the mechanical monster on a collision course with the enemy. If X is used, then the attack will send the foe flying backwards.

   
Mega Buster (Down, Down-Forward, Forward + Y/X)

Super Mechagodzilla hunkers down as he releases his Mega Buster ray from his mouth. If X is used with the attack then the beam will be longer, but will travel across the screen quicker. This move can also be done while in midair.

   
Garuda's Maser Beam Cannon (Forward, Down, Down-Forward + Y/X)

Garuda's cannons light up as it fires two rays, aimed upward at a 45 degree angle, in the direction of his opponent. The attack varies, depending on what button is pressed, with Y delivering a short burst and X a longer firing time, although with a added delay afterwards. This attack can only be done while Garuda is attached.

   
Paralyze Missile (Down, Down-Back, Back + Y)

Super Mechagodzilla stoops down somewhat and launches a paralysis bullet from one of the ports on its shoulders. Paralyze Missile does little damage on impact, but it does greatly increase the opponent's Shock Gauge. It is also suitable against larger or standing opponents, though it flies slower than Tranquilizer Missile.

   
Tranquilizer Missile (Down, Down-Back, Back + X)

Super Mechagodzilla stoops down somewhat and launches a paralysis bullet from one of the ports near its waist. Tranquilizer Missile does little damage on impact, instead greatly increasing the opponent's Shock Gauge. It is also better equipped at handling monsters low to the ground such as Anguirus, and flies faster than Paralyze Missile.

   
Laser Cannon (Down, Down + Y/X)

Super Mechagodzilla's eyes light up as he releases a stream of laser blasts, aimed down at a 45 degree angle, in his opponent's direction. Using X with the attack will cause for the beam to be fired much longer, though a large delay will be added after the attack.

   
Plasma Grenade (Back, Back + holding X)

A latch located on Super Mechagodzilla's stomach opens and begins to flicker with a blue glow. During this time, all beam projectiles that hit Super Mechagodzilla will be prevented as long as X is held. If hit with a beam, the light will change to a yellow glow to show that energy is stored. Release X to unleash the stored blast, the size of which depends on how much energy he was hit with. While Super Mechagodzilla is capable of absorbing energy infinitely, the amount of energy his Plasma Grenade fires caps out at a certain point.


Normal & Special Attacks (Garuda)
Garuda's Maser Beam Cannon (Forward, Down, Down-Forward + Y/X)

The laser cannons on Garuda engage as the ship fires two horizontal blasts in the direction of the opponent. If X is used then the beams will be longer, but will also travel across the screen slower. As Garuda is constantly hovering above Super Mechagodzilla, this attack will normally fly over the heads of monsters on the ground, so it's best used against flying or jumping monsters.

   
Garuda's Plasma Needle (Back, Down-Back, Down + Y/X)

Super Mechagodzilla calls Garuda, who swoops down to try and run into the opponent. If successful, the battleship will discharge a large number of small blasts at the enemy before ascending over Super Mechagodzilla's head. If Y is used, Garuda moves more quickly, but using X covers more ground. After Super Mechagodzilla has finished calling, he can follow up with his own moves while Garuda has the opponent locked, though this window of opportunity is small.


Grab Attacks
Hell Clench (Forward, Down + B)

With his opponent held tight, Super Mechagodzilla starts to slowly grind his metallic elbow into their face before dropping his foe to the ground.

   
Shock Anchor (Up, Back, Down, Forward + B)

The metallic monster quickly launches its Shock Anchors, which push the foe out of its hold. Super Mechagodzilla then releases an electric current through the anchors, electrocuting his rival several times before finishing the move.


Super Special Moves
All-Out Weapon Assault (Forward, Back, Down, Forward + X)

For one of his specials, Super Mechagodzilla rushes at his opponent while hovering. If he connects, the mechanical monster launches his Shock Anchors at his foe, and then flies up. While in midair, Super Mechagodzilla unleashes his entire weapon payload numerous times against his rival before finishing his attack. Damage-wise, this is the most lethal Super Special Move in the game. It can only be done while Garuda is attached.

   
Hover Attack (Forward, Back, Down, Forward + X)

Like his other special, Super Mechagodzilla rushes his opponent, using his jets to hover slightly off the ground. If he connects, he ushers in a series of physical blows using his feet and hands before releasing the enemy. This move can only be done while Garuda is separated.

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