GigaBash (2022) mechanics
GigaBash has overall simple controls and premise, being a fighting game where two or more Titans fight in a range of three-dimensional arenas. However, the game has several mechanics tied to both the combatants and the environments. Listed here are the various mechanics mentioned in-game, stated in patch notes, explained by the game developers, or otherwise observed without further explanation.
Offense
Hitbox/Hurtbox
As with all fighting games, GigaBash involves hitboxes (the area an attack covers), and hurtboxes (the area where characters and objects can be hit). The skill sets of some titans note two particular types of hitbox.
- Disjointed Hitboxes are areas of damage that are separated from the attacker's own hurtbox. With such moves, characters are able to reach past the shorter hitboxes of other opponents and moves, and thus strike them with less risk of being damaged themselves. While this mostly applies well to long-ranged attacks, the game has several melee attacks with disjointed hitboxes, which provide a crucial advantage in close quarters. Examples of body parts and weapons that grant its users disjointed hitboxes include Pipijuras with its quad claws, Thundatross with its sword, Zyva's "hands", Godzilla's tail, King Ghidorah's feet, R.O.J.A.K.'s "Dragon Breath" special attack using Tian Long, Balzarr's telescopic bifurcated tail, and Ultraman Belial's Giga Battlenizer. Disjointed hitboxes are less effective against S-Class opponents due to their increased size and reach in melee combat.
- Lingering Hitboxes are areas of damage that may last long rather than being instant. This can be mostly observed in certain attacks like sustained beams, sustained pulses, traps, or multi-hit attacks, but certain one-strike instant attacks with lingering hitboxes include Skorak's "Dread Fangs" air attack, and Guiron's similar air attack, as both can hit their opponent once even if their blades may appear to have already passed the target's position.
It is also important to take note of hitboxes that are shorter than what the associated animations suggest. Examples include Gigaman's "Giga Punch" block attack (which only covers a small area in front of him), and several of Camearra's whip attacks.
When two disjointed hitboxes meet at close range (e.g. two melee attacks, or a melee attack and a beam fired at point-blank range) and fail to contact any hurtbox, their collision will cause shockwaves that will harmlessly but forcefully push both Titans away from each other.[1] Trades, collisions where both attacks land on the hitboxes of all the Titans involved, can also happen within the game, which can still prove decisive if one of the attackers has super armor, or at least more health.
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Pipijuras strikes with its spinning quad claws on cables
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Balzarr's tail and the sword of Thundatross have disjointed hitboxes
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R.O.J.A.K.'s disjointed special attack, "Dragon Breath"
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King Ghidorah's air attack has a disjointed hitbox
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Hedorah's fumes leave traps with lingering hitboxes
Reactions
Different attacks elicit different reactions. But two common factors in all reactions include "hit stun", how long one flinches or staggers after being attacked while not blocking, and "pushback" (referred to as "knockback" in-game), how far and hard one is sent flying during an attack.
Certain attacks have light knockback and little to no hit stun, leading to only brief or even no reaction. Titans hit with such attacks can easily recover, block, or dodge the follow-up hits, or even attack and charge through the weak attacks unopposed. Examples include Rawa's flame bits in his "Scorched Earth" charged special, touching just the tip of Zyva's "Drill Shot" charged special while the golem is still charging it, the railgun shots of Mechagodzilla, and the scales shot by Guiron for its charged special (but not the single one it shoots for its uncharged special). However, a high density of small-hit stun blows landing simultaenously or consecutively, if not blocked in time, will lead to greater hit stun. This works for Zyva's drill shot if more of the drill is pressed into the opponent's body while charging, Gigan's block attack, Rawa's charged special, and Zargorah's charged special, "Eradication Beam". Having barely any hit stun or knockback is not necessarily bad, and can in fact be advantageous if the fighter wants the enemy to stay in place for follow-up hits.
Most light attacks and combo-starters in the game have small knockback and moderate hit stun, staggering the target enough to delay their recovery and open them up to stronger follow-up attacks. Some attacks, usually very strong ones, also have delayed knockback, with the enemy sent flying sometime after the attack already connected. This is demonstrated by Skorak's "Fan Spikes" heavy attack, Gigan's special attack, Ultraman's dash attack, and Gamera's block special and dash attack. These allow for differently-timed combos and follow-ups compared to blows that have immediate effects. S-Class Titans usually recover quickly from most hit stuns, and tend to be more resistant to knockback, though some attacks can still knock them around significantly.
Red flame-like effects imply critical hit stun due to juggling, where the victim is unable to do anything until they stop getting hit. The more an opponent is hit, the greater the knockback to allow for escape and prevent juggles and combos from being unbalanced and unbreakable.
Knockback is also relevant to infrastructure. Some hits may cause weak or weakened structures to simply collapse. But tougher structures in better condition may be knocked forward by strong attacks, sending them flying through the air as projectiles.
"Cautious Veteran"
"Collateral damage doesn't go well with his Heroic persona. All skills deal reduced damage to buildings." The Cautious Veteran mechanic is explicitly noted as a passive trait of Gigaman, and, though not stated, also holds true for his enhanced form, "Gaya Gigaman". Fittingly, Ultraman, Ultraman Tiga, Ultraman & Emi, and Ultraman Zero also have this trait. Because they deal less damage to infrastructure, Titans that bear the "Cautious Veteran" mechanic are mostly unable to shoot their beams (not counting ultimates) through buildings, or even small, barely visible structures in the way (though Ultraman & Emi can throw their charged special through buildings, it still does barely any damage). They also have more difficulty destroying the powerup towers that appear after certain sets in Onslaught mode, for those are buildings too. It is important to note that this mechanic does not apply to all Titans that can be considered "heroic" or "good", as Thundatross, Mechagodzilla, R.O.J.A.K., and MechaJURAS deal normal damage to buildings like every other Titan.
Grab/Throw
Titans can grab objects to throw, shoot, or swing them, as well as enemy Titans to immobilize and restrain them even if they are blocking. Certain attacks can also function as a grab (albeit only on enemy Titans), of which there are two versions.
- Command Grabs are grab attacks that cannot be blocked, like normal grabs. They can thwart super armored moves and counterattacks. An exception to this is King Ghidorah's special attack, an electric bite, which, though effective in functioning like all other cases, will strangely trigger retaliation from Skorak and Hedorah (as their block attacks serve as counterattacks), poisoning the dragon in the process. Examples of command grabs include Woolley's special ("Snowball") and charged special ("Inhale"), the special attacks of Destoroyah, Ultraman, and King Ghidorah, the block specials of Camearra and Balzarr ("Sky Piercer"), the "King's Edict: Ground" special attack of Zargorah ("Demon's Spear"), and attacks that involve extending the grappling claw of MechaJURAS.
- Hit Grabs are grab attacks that can be blocked. Examples include Godzilla's special attack, King Ghidorah's block special, Guiron's dash attack, and Ultraman Belial's "Belial Whip" block special.
An airborne Titan grabbing an enemy will perform a unique "air grab" attack on them. When two normal grabs meet, the involved combatants wrestle in a grab struggle, where both must rapidly the tap the attack button to overpower and grab the other. A stalemate results in both combatants just shoving each other away. The special attacks of Godzilla (a hit grab) and Ultraman (a command grab) are unique in that they can also engage in grab struggles.
Grabbing and throwing depends on the object picked.
- Light objects like vehicles (among them explosive tank trucks and ricocheting UFOs from Research Lab) and electrocuting generators can be instantly picked and thrown straight. The giant rafflesias found in Tarabak Island's City Ruins and Forsaken Temple, and the confusion-inducing beer pint in the Kimura District would not get destroyed upon usage. Rafflesias would impart poison on their target even if they block the hit, while the beer pint only works on non-blocking fighters. Both the aforementioned objects, upon hitting non-blocking Titans, stick to their heads for five seconds or more.
- Stick-like light objects, like spires, antennas, and the swordfish prop in the Kimura District, can be swung by pressing the attack button, or thrown forward like a javelin. Most stick-like objects fly out of the user's hands upon being swung against enemy Titans three times regardless of whether they are blocking or not, but Rohanna's "Club of Malice" immediately disintegrates once it is swung against a Titan just once, while the crane in Palekana Port can be used to bludgeon enemies an infinite number of times, only disappearing once dropped.
- Missile pods can be fired by tapping the attack button while holding them. Each pod can shoot a maximum of five times before getting destroyed.
- Global Titan Defense Initiative (GTDI) vehicles can be picked up and fired with the attack button, though these get destroyed after use. The exception to this are the gun tanks, which can be burst-fired three times before destruction.
- Ally and enemy Titans count as light objects, but are thrown in a lobbed trajectory, and do not travel far. Grabbing an enemy has the Titan face their attacker, and get damaged if they hit anything when thrown. Grabbing an ally instead has the ally face outwards, allowing them to still move and attack while the grabbing Titan moves around. Titans can break out of their ally's grasp by pressing grab, and if their allies throw them, it would not cause damage unless they land in a hazardous area or into an enemy's hitbox.
- Heavy objects like the burger props of Luana Island, the noodle dish prop of the Kimura District, and the "Yefan Eye" ferris wheel require more effort to carry, with larger objects like big buildings and boulders taking a second to lift. Heavy objects can decrease a Titan's walking speed and jump height, as well as prevent them from using their normal or special attacks until they throw the object, which always follows a lobbed trajectory. Holding down the grab button while holding the object will increase its trajectory up to a certain point.
- Explosives (e.g. the jerrycan of Kimura District's gasoline station or the crane base in Palekana Port) and the ships of Palekana Port will inflict guard breaks on blocking opponents on impact. Skorak's skull, which counts as a heavy, reusable explosive object, does not immediately break guards open on the first hit, however.
- The bucket wheel excavator in the Dig Site, when grabbed, can be thrown, pressed into an enemy, or driven into them by tapping the attack button to rush forward and ravage the first enemy it encounters.
- The "Yefan Eye" ferris wheel traps and damages even S-Class Titans as long as it rolls on the ground.
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MechaJURAS grabs Rawa with its grappling claw
Projectile
Projectiles are various ranged attacks, not to be confused with true beams. Most Titans have either this attack, or a beam. Some projectiles have special properties. Some can be rapid-fired or charged. A few titans lack their own projectiles (or any other form of ranged attack, for that matter), and so have to resort to grabbing objects and throwing them, or pushing them forward with a strong attack. Light objects like vehicles and Rohanna's "Club of Malice" can be thrown straight. Heavy objects like buildings are thrown at a lobbed trajectory, and pressing down the attack button while holding such an object will extend its range.
Some — but not all — projectiles can be destroyed, absorbed, deflected, or, in the case of certain objects picked up from the environment, even grabbed and caught by Titans if timed correctly. Strangely, however, projectiles cannot be destroyed by beams. Because they are reusable, the shell of Skorak and the Zero Sluggers of Ultraman Zero cannot be absorbed by Zyva's block attack. The durian bombs of R.O.J.A.K. also cannot be absorbed. Mechagodzilla's Absolute Zero Cannon shot is the only projectile in the game that cannot be deflected and absorbed, and can only be thwarted and neutralized by the block attack of Ultraman Belial.
Gigaman's charged special, "Giga Beam" (even at the highest charge level), as well as the charged specials of Alien Baltan and Camearra when fired at the lowest charge level, are considered projectiles rather than true beams, but they can uniquely engage in beam clashes, unlike other projectiles, with Gigaman being retroactively given the ability in Patch 1.35.[2] Gigan's charged special is a laser bolt projectile that splits into smaller, explosive bolts. While the main bolt can be deflected back before it splits, the smaller bolts cannot be deflected.
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Gorogong throws a building, as he has no ranged attack of his own
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Pipijuras launching a barrage of Giga Energy-infused projectiles
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Pipijuras charging a projectile
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Mechagodzilla fires its railguns
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Mechagodzilla fires its homing missiles
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Alien Baltan and its clone attempt to shoot Ultraman
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Ultraman Belial fires a Dark Fireball at Thundatross
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Gamera fires at Pipijuras
Beam
Beams are long-ranged, non-deflectable attacks that cover a horizontal or vertical line from the source, not to be confused with projectiles. Most — but not all — beams can damage and destroy multiple targets in their path, though they cannot destroy projectiles. There are two types of beams in the game.
- Instant Beams are fired in one single action, and therefore cannot be charged, extended, or forced into a beam clash. Examples include beams fired by Grab Specials and ultimate attacks, the beams fired for the block specials of Destoroyah and King Ghidorah, the Hedrium Ray strike Hedorah fires for its special attack, the "Refractor Beam" block special of MechaJURAS, and the block special of Ultraman & Emi. The "Lightning Strike" charged special of Thundatross is unique in that it is not fired by a tap, but by holding down the special button to move its crosshair forward, and releasing to unleash; it is otherwise still an instant beam since it cannot be truly charged in terms of power or sustained, only executed with one button prompt.
- Sustained Beams are fired by holding down the associated button prompts. If the user is able to move while firing their attack, they can use their beam to drag the enemy around. They can be one of two types.
- Chargeable Beams are charged up by holding down the associated button prompts, and fired on release. Examples include Gigaman's "Giga Beam" (and Gaya Gigaman's "Pulsar Beam") charged special, Godzilla's forward blast charged special, and Mechagodzilla's Hyper Maser Cannon. All Ultraman guest characters (except Ultraman & Emi and Ultraman Belial) have charged special beam attacks that, if performed in the air, will keep the user levitating. Ultraman Belial, meanwhile, can only charge his beam on the ground, as his air charged special is a distinct extendable beam.
- Extendable Beams are fired as long as one is holding down the associated button prompts, though these come to an end after a certain amount of time, thus requiring the player to release and hold the button down again. Examples include Godzilla's upward blast block special, the charged specials of Destoroyah and King Ghidorah, Zargorah's "Eradication Beam" charged special, and Ultraman Belial's air charged special.
Sustained beams striking each other would lock in a "beam clash", where both combatants engage in a contest to push the collision point of their beams towards the enemy by rapidly tapping their special attack button. After three seconds, the beams dissipate and an explosion occurs at the collision point, damaging not just the loser, but also any other opponent or object close to the collision point. If the combatants are too close to each other when the beam clash occurs, or if neither can push their beam into their opponent within a set time, the clash ends in a stalemate as both Titans are thrown back and damaged equally by the resulting explosion. If a character outside the beam clash attacks one of the participants, said participant loses the clash automatically. If two allied characters accidently beam clash, neither Titan will be injured by the resulting explosion, though enemies and objects within range of the explosion will still be damaged. It is possible for two beams on the same level of elevation to clash without being fired directly at each other from opposite directions; although this will mostly be triggered by accident, it can theoretically be exploited to harm an enemy.[3] Currently, only four of the six Godzilla characters (Godzilla, Mechagodzilla, Destoroyah, and King Ghidorah), six of the seven Ultraman characters (Ultraman, Alien Baltan, Ultraman Tiga, Camearra, Ultraman Zero, and Ultraman Belial), and three of the game's 15 original characters (Gigaman, Gaya Gigaman, and Zargorah) can beam clash.
Gigaman's charged special, "Giga Beam" (even at the highest charge level), as well as the charged specials of Alien Baltan and Camearra when fired at the lowest charge level, are considered projectiles rather than true beams, and thus can be deflected. However, these can uniquely engage in beam clashes, unlike other projectiles, with Gigaman being retroactively given the ability in Patch 1.35.[2] Gigan's charged special is a laser bolt projectile rather than a beam, and thus cannot engage in beam clashes.
Beams in ultimate attacks cannot trigger beam clashes, likely due to their immense power (as was stated to be the case for Rawa's "Extinction Beam"),[4] and because all forms of ultimate attack generally cannot be blocked, countered, or negated, only avoided.
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Gigaman (Rising) vs. Gigaman (Veteran Hero)
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Ultraman vs. Alien Baltan
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Rawa's Extinction Beam
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King Ghidorah's ultimate attack
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Ultraman's ultimate Spacium Beam attack
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Demonthor's ultimate attack
Pulse
Pulse attacks are omnidirectional, short to medium-ranged attacks. There are two types.
- Instant Pulses, like the deflector shield block attacks of Pipijuras and MechaJURAS (which also serve as their parries), or the electromagnetic pulse block attack of Gamera, occur immediately, and lack super armor.
- Chargeable Pulses, like the block attacks of Rawa ("Decimate"), Godzilla (nuclear pulse), and King Ghidorah (electric pulse), and are thus compensated with super armor to prevent the user from being interrupted while charging (provided that they are not grabbed while doing so).
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Rawa self-destructs with "Decimate: Supernova"
Trap
Traps are hazards that are set on the arena, and usually last for a duration. Most cause damage immediately when stepped on, and cannot be blocked, like the "Poison Deluge" ultimate of Skorak, the Acidic sludge and Sulfuric Acid Mist left by almost half of Hedorah's attacks, areas passed by S-Class MechaJURAS while performing its "Booster Impact" heavy attack, and the fires spread by Gamera's charged special fireballs. Skorak's skull shell is unique in that it acts as a manually-activated trap, as Skorak can either summon it back to strike opponents in the shell's path, or detonate it, with two consecutive explosions inflicting a "guard break".
Lifesteal
Only a few methods of replenishing health exist in the game. Defeated enemies in Onslaught mode drop orbs of health. The size of these orbs are not necessarily dictated by enemy size or difficulty, as some Level 6 enemies and S-Class titans simply drop normal-sized orbs. Onslaught Mutants also offers a powerup called "Lifesteal", which restores health to the user based on the damage they do. Skorak's grab special ("Devour"), Kongkrete's light attack ("Chomp") when used on buildings and other large, destructible objects like boulders, and Destoroyah's block attack (which also drains Giga Energy from enemies) are the only moves in the game that steal health directly.
Defense
Block/Guard
While guarding against attacks, Titans receive no raw damage (though they can still be damaged by status effects), as the game has no chip damage; instead, monsters can only block a certain amount of damage, flashing redder the more hits they take while blocking, and once this threshold is exceeded, it inflicts what is known as a "guard break", where the victim is knocked back and left immobile for three seconds by the "dizzy" status effect. Being hit by certain objects like ships can also leave fighters dizzy regardless of whether they are blocking or not. While dizzy, Titans will suffer 30% more damage than usual from the next attack they receive. The game has a "flawless guard" mechanic and badge which is earned when blocking 0.2 seconds before being hit, but unlike some fighting games that have this mechanic, flawless blocks offers no advantages or differences compared to a normal block.[5]
Blocks are meant to be countered by grabs, or broken by powerful attacks that no amount of blocking can endure, like ultimate attacks, the block attacks of Thundatross ("Barrage Slash") and Gigaman ("Giga Punch" for his base form, "Eclipse Punch" as Gaya Gigaman), or the fully-charged versions of Godzilla's charged special and block attack.
Counterattack
Counterattacks are block attacks where the user turns blue for one second as a warning to potential attackers. When struck in this state at close range (whether by melee attacks or projectiles), the fighter negates the damage and retaliates reflexively. Counterattacks like Skorak's "Venomous Trap", Hedorah's block attack, and Balzarr's "Tactical Retreat" take effect on being hit. However, Woolley's "Puffer Up" is unique in that Woolley first bounces backward before ricocheting forward. This gives him the furthest-reaching counterattack in the game, but because he does not do damage immediately, it is possible for opponents to block or even attack him at the right time.
Opponents preparing a counterattack can be thwarted by grabbing them. However, King Ghidorah's special attack (a command grab) and Guiron's dash attack (a hit grab) are ineffective for thwarting the counterattacks of Skorak, Hedorah, and Balzarr, for they do damage a split-second before grabbing, rather than dealing damage on or shortly after the grab, though they would still be effective on Woolley's grab since Woolley himself does not damage the enemy immediately upon being triggered.
Counterattacks can also be dealt with by projectiles. Single shots can trigger the defensive Titan's counterattack, but allow the attacker to remain safe unless they released their shots at very close range. Projectiles shot in quick succession and sustained beams can outright defeat counterattacks as well as stop and harm the defensive titan unless it is Woolley due to the ricocheting nature of his "Puffer Up" move. Shockwaves produced by heavy attacks like those of King Ghidorah and Ultraman Belial are not counted as projectiles (although the shockwave of Destoroyah's air attack is), leading them to be poisoned by the block attacks of Skorak ("Venomous Trap") and Hedorah, or stunned by Balzarr's "Tactical Retreat", even if they send the shockwave from far away.
Parry
Parries are protective block attacks formed by motions or barriers, either being omnidirectional, or covering only a certain area (meaning that they have weak spots). They can either merely destroy projectiles, or actually deflect them. Certain parries may have special properties aside from projectile destruction or deflection. Not all parries are equal, as some are weak to certain attacks, while others can block even sustained beams if timed correctly. There are two types of parries in the game.
- Instant Parries are activated with a tap of the associated button prompts, and cannot be held down. Examples include the deflector shield block attack of Pipijuras, MechaJURAS, and Alien Baltan, as well as the slash kick of Ultraman Zero. Because they are instantaneous, they cannot block sustained beams.
- Sustained Parries are activated by holding down the associated button prompts, and can last as long as the associated buttons are held down, though most come to an end after a certain amount of time, thus requiring the player to release and hold the buttons down again. Examples include Gigan's buzzsaw, Ultraman's Ultra Barrier, Ultraman Tiga's Ultra Shield, and Ultraman Belial's block attack. Zyva is unique in that its sustained parry, a block attack, applies the process of "Transmutation" by absorbing incoming projectiles, and lasts indefinitely, but can neither do damage nor defend Zyva from any other source of damage, like explosions, sustained beams, and even melee attacks.
Parries can be thwarted by attacking them with disjointed melee attacks, like some of the moves of Thundatross. While parries can block direct attacks, they cannot defend against explosions or the status effects caused by hazards, like lava, acidic sludge, and sulfuric mist.
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Pipijuras generates its shield to deflect incoming explosives
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MechaJURAS deflects a fully-charged shot from Pipijuras
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Ultraman Belial blocks Ultraman Zero's Zero Twin Shoot
Super Armor
Armor (referred to as "super armor" in-game) nullifies hit stuns, and thus prevents the combatant from flinching. However, this does not negate damage, even if the fighter is in their blocking pose while super armored. Fighters with super armor can still be pushed back by sustained beams, thwarted by grabs, or affected by certain traps, environmental aspects, and stage gimmicks. It is also possible to render foes bearing the "super armor boost" perk in Onslaught Mutants dizzy with overwhelming damage delivered in a short span of time.
Invincibility
Most Titans enacting ultimate attacks tend to assume a state of invincibility, thus, the opponent must evade them until they are finished performing their ultimate attack. One exception to this is Rohanna, since she sends out a Royal Warden to attack on her behalf for her "Reign of the Monarch" ultimate. This leaves her remaining in the same state as long as her minion is out, which allows enemy Titans to damage and even defeat her if they manage to evade the Royal Warden at the same time.
Titans momentarily turn invulnerable to all forms of damage while transforming into S-Class forms, stopping the action of all attacking Titans close to them in the process. While impervious to damage from normal-sized enemy Titans and most hazards, S-Class Titans are not truly invincible, as they can be affected by ultimate attacks, certain explosive objects and infrastructures, falling skyscrapers, the tornadoes of Palekana Port, and the shifting statue in Slavagrad. In Onslaught and certain Mayhem modes, S-Class Titans can be damaged by normal-sized Titans.
Stance
Certain characters have stances, modes where their attacks or movements may change.
- Skorak moves faster without his skull shell, at the cost of losing the ability to block. Some of his attacks are exclusive to his shelled and shell-less form, which he can set by throwing his shell away, or summoning it back. When Skorak attempts to do a move or taunt that is only possible with the shell, he either does its shell-less equivalent, or checks his back to remember that his shell is gone.
- Ultraman Tiga has the ability to swap to his slower but stronger "Power" type with his first taunt, and to his faster yet weaker "Sky" type with his third taunt. Attempting to swap while already in the form associated with the taunt turns him back into his default, balanced "Multi" type. Although all three forms share many attacks, they all have different beams and different grab specials, thus counting as true stances. When performing his ultimate attack, Ultraman Tiga assumes his Glitter form, and returns to Multi type soon afterwards, regardless of what form he had prior to his ultimate attack.
- R.O.J.A.K. has "Synergy", a 15-second state where, once all five components have landed an attack on an enemy, the entire mecha becomes faster, and some moves can be repeated more frequently. The entire mecha also activates Synergy after performing its "R.O.J.A.K. Systems Go!" ultimate.
- Balzarr's "Predator Stance" involves the space manticore perching on its tail, its eyes glowing fiery red. It enters this stance by stabbing its tail in the ground, or by climbing walls (as it stabs its tail in the wall in the process), including the arena borders. When in Predator Stance, Balzarr can lunge towards its enemies, either automatically locking onto targets close to it, or charging up for a more distant leap.
- Gaya Gigaman's "Flare" special attack is an explosive burst that enhances his next move (except for his "Starlight Burst" grab special and "Giga Bash!" ultimate) at the cost of some of his health. Once his health reaches 10% or below, Gaya Gigaman is permanently enhanced unless he heals and gets his health above this threshold.
- Zargorah enters his 3-second "King's Edict" stance by performing his special attack. When done on the ground, Zargorah rises up with a small explosive burst and levitates, being able to performs his "Emberfall" attack or his "Cataclysmic Stream" special. When done in the air, Zargorah slams down on the ground and walks around quickly on all fours, with the ability to perform his "Rending Tendrils" attack or his "Demon's Spear" special. Zargorah's "King's Edict" stance cannot be canceled, it prevents him from blocking or dashing, and it only ends after either three seconds pass, he performs an attack, or he gets grabbed or damaged by any means.
- Ultraman Zero can enhance his light attack, heavy attack, or charged special immediately after retrieving his thrown sluggers. The enhanced state is canceled if he does not perform any of the three aforementioned attacks within a second following slugger retrieval.
Passive traits and mechanics that change a character's appearance and strength, but otherwise does not affect their moveset in any way unlike the aforementioned examples do not count as true stances. These include Gigaman with his "Spirit Link" (where his strength increases when his health is 50% or below), and Kongkrete with its first and third taunts ("Hoppity!" and "Adapt!", both of which change his current skin to a random unlocked one).
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R.O.J.A.K. (Tian Long) ready
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R.O.J.A.K. (Rex) ready
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R.O.J.A.K. (Kabuto) ready
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R.O.J.A.K. (Crown) ready
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R.O.J.A.K. (Liberty Prime) ready
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Ultraman Tiga (Multi Type)
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Ultraman Tiga (Power Type)
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Ultraman Tiga (Sky Type)
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Ultraman Zero (sluggers default)
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Ultraman Zero (sluggers thrown)
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Ultraman Zero (one slugger returned)
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Ultraman Zero (sluggers returned, enhanced)
Giga Energy
S-Class
The game revolves around Giga Energy, which may be found as orbs in certain places within some stages. However, Giga Energy is usually gained every time a kaiju damages their opponent. Some Titans can even force the enemy's Giga Energy out of them, like Zyva's "Equilibrium Strike" heavy attack, and Ultraman Tiga's grab special in balanced form ("Cell Beam Change"). Giga Energy can also be knocked out of an enemy by hitting them with the large stone orb in the center of Holopolis.
The longer a battle lasts, the more that Giga Energy begins to crack from a certain part of the ground, allowing non S-Class Titans to stand in it in order to gain Giga Energy. The City Ruins of Tarabak Island has hidden towers that eventually rise up and dispense a large Giga Energy orb that can fully replenish a Titan's Giga Energy meter. Siberia's Yeti Sanctuary has small Giga Energy orbs occasionally spew from a nearby pit and scatter all over the arena.
Once their pink Giga Energy meter is full, kaiju can transform into their significantly stronger and larger "S-class" state. This form is temporary as the Giga Energy reserves of Titans slowly deplete over time. Giga Energy found in the environment cannot refill the meter while the monster is in its S-class state, but combos and directly draining Giga Energy with certain attacks can.
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Gorogong's S-Class transformation
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Skorak's S-Class transformation
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Kongkrete's S-Class transformation
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Ultraman's S-Class transformation
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King Ghidorah's S-Class transformation
Ultimate Attack
When a match goes on for long enough, a destructible bubble-like "Giga-ball" will start floating around the stage, which would allow any combatant that shatters it to unleash an ultimate attack (via the special attack button) that deals devastating damage to other opponents. Titans can also steal the ultimate move ability from the enemy that currently has it by attacking them enough times before they can unleash it. When unused for a long time, an opponent's ability to do their ultimate attack dissipates.
Energy Leech
Certain attacks, like Zyva's unnamed grab special, Destoroyah's block attack, and Zargorah's "Reclamation" grab special, suck out the enemy's Giga Energy to replenish the attacker's own. Titans holding the large stone orb in the center of Holopolis will deplete the Giga Energy of every opponent within a certain distance from the orb. Zyva is unique in that its third taunt, "Pact of the Sentinels", exchanges health for Giga Energy. Enemies equipped with the "Energy Leech" powerup in Onslaught Mutants will deplete the Giga Energy of players with every successful, unblocked hit that they land on the players.
Status Effect
The game has several status effects, some of which can be left by attacks, others by items. The status effects themselves can disregard blocks, though in some cases, the attack that inflicts them can be blocked before they can impart the effect, thus negating them.
- Bleed: Damages the victim every time they move, represented by a ripple of red waves above their head. This can only be inflicted by Gigan's block special, grab special, and ultimate attack, all of which involve its belly buzz saw.
- Burn: Does damage over time, represented by fire covering the victim. Inflicted by lava in Luana Island and Mount Gorogong, explosives (except for missiles unless enhanced by the "Explosive Punch" perk from Onslaught Mutants), Godzilla's attacks in S-Class form, four of Gamera's attacks (special, charged special, air charged special, grab special), three of Ultraman Belial's attacks (special, air special, grab special), and enemies bearing the "flame aura" in Onslaught Mutants. Can be applied as a hazard to the environment by Gamera's charged special fireballs, or by the areas that an S-Class MechaJURAS passes while doing its "Booster Impact" heavy attack.
- Chill: Slowed for five seconds, represented by white mist and snowflakes covering the victim. Inflicted only by enemies bearing the "frost aura" in Onslaught Mutants.
- Confusion: Reverses controls for five seconds. Only inflicted by Kongkrete's "Confusion Flash" block attack, as well as throwing the beer pint in Kimura District at a non-blocking enemy. Kongkrete's ultimate attack, "Scrape the Skies", ends with a Confusion Flash, though, currently, it appears that the finishing blow of its ultimate no longer causes confusion.
- Poison/Corrode: Slows and damages over time. Inflicted by Skorak's block attack ("Venomous Trap") and ultimate ("Poison Deluge"), five of Hedorah's 11 attacks, and by throwing the giant rafflesias found in Tarabak Island's City Ruins and Forsaken Temple. Can be applied as a hazard to the environment by Skorak's "Poison Deluge" ultimate attack, or almost half of Hedorah's moves. Being struck by a Titan affected by a rafflesia will also result in poisoning.
- Paralysis: Renders the victim unable to move.
- Dizzy: When an enemy's guard is broken, they are left dizzy for three seconds, as manifested by swirling stars over the victim's head. Certain ultimate attacks and throwing a ship in Palekana Port will also stun the target(s) regardless of whether they are blocking or not. Balzarr's "Tactical Retreat" block attack can inflict dizziness for one second. The game has no "redizzy" effect, as attempting to stunlock a Titan already suffering this effect will simply inflict 30% more damage on them, ending the dizzy state in the process.[5]
- Freeze: Traps the affected Titan in a block of ice that can be picked up and thrown. Caused by Mechagodzilla's fully charged special and the finishing move of its ultimate (both involving the Absolute Zero Cannon), Ultraman Tiga's grab special in Sky Type form (the Tiga Freezer), and by falling through the ice of Lake Lavina.
- Immobilization: Deals minor damage, leaving the enemy struggling. This is only caused by Camearra's special attack (restraint via Shibito-Zoiger swarm), as well as getting thrown and impaled on the spiked walls of the Tarabak City Ruins. Throwing the "Yefan Eye" ferris wheel restrains a struck enemy and damages them as long as the wheel is rolling on the ground.
- Electrocution: Damages and shocks the affected Titan.
- Electric Stun paralyzes the Titan, and even keeps them in midair if they are electrocuted while airborne. Inflicted by the the ultimate attack of Thundatross ("Heaven Splitter"), the heavy attack and third grab attack hit of Mechagodzilla (involving hits from the wrist blade, provided the mecha still has green energy), and the block attacks of King Ghidorah and Gamera. The Power Station can inflict this status effect for a longer amount of time, with a greater series of shocks imparting heavier damage.
- Electric Disruption delivers a small, brief electric shock every second while the effects last, dealing minor damage as well as disrupting and resetting a Titan's actions by forcing them to stop. This is caused by Ultraman Belial's air charged special.
- The small generators within the vicinity of the Power Station can be thrown, and, if not blocked, will first impart a brief electric stun, then disrupt the opponent with shocks three times afterward.
Powerups
Powerups (some of which are considered mutations) are beneficial perks for the user.
- Armor Boost: "Reduces damage taken from enemies". Represented by a yellow shield, and manifested as a translucent yellow sphere of diamond-shaped tiles encasing the user. Can be shattered if damaged enough times in quick succession. Exclusive to Onslaught (Classic and Mutants) players.
- Super Armor Boost: Grants super armor to the user, and manifested as a translucent grayish sphere of diamond-shaped tiles encasing the user. Can be shattered if damaged enough times in quick succession, or if the user is defeated. Exclusive to Onslaught Mutants enemies.
- Call for Backup: "Recruits an ally to fight by your side". Represented by two clawed, five-fingered yellow hands shaking each other, and manifested as a Level 2 CPU-controlled Titan from a recent wave, which resurrects shortly if defeated for an unlimited amount of times. Exclusive to Onslaught Mutants players.
- Chain Lightning: "Attacks create lightning that jumps to nearby enemies". Represented by a red fist with a lightning bolt below the knuckles, and manifested as a red, mist-like aura with slight electrical effects. Stops enemies from blocking with every shock. Exclusive to Onslaught Mutants players, and also dispensed by the tower serving as the OtomaTEC headquarters.
- Damage Boost: "Deals more damage and knockback". Represented by an upward red fist, and manifested as a red, flame-like aura with slight electrical effects. Exclusive to Onslaught (Classic and Mutants) players, and also dispensed by the tower serving as the OtomaTEC headquarters.
- Explosive Punch: "Attacks create a devastating explosion on impact". Represented by an upward red fist in an explosion, and manifested as a red, mist-like aura with slight electrical effects. Not all attacks cause explosions, and the timing of the explosion may be delayed. Exclusive to Onslaught Mutants players, and also dispensed by the tower serving as the OtomaTEC headquarters.
- Energy Boost "Restores a big chunk of Giga Energy to yourself". Exclusive to Onslaught (Classic and Mutants) players.
- Energy Leech: Enemy loses Giga Energy for every unblocked hit they take from the one bearing this mutation. Represented by a purple whirlpool, and manifested in the form of purple glitter-like sparks of Giga Energy coming off of the user. Exclusive to Onslaught Mutants enemies.
- Flame Aura: Nearby enemies are set aflame. Represented by a tongue of fire, and manifested as an aura of flames. Exclusive to Onslaught Mutants enemies.
- Freezing Touch: Enemy is inflicted with the freeze status if hit enough times with consecutive unblocked hits. Represented by a blue mitten with a white snowflake on it, and manifested as heavy whitish mist. Exclusive to Onslaught Mutants enemies.
- Frost Aura: Nearby enemies are chilled. Represented by a blue snowflake, and manifested as slowly-spinning ring of winds with slow, white "rain". Exclusive to Onslaught Mutants enemies.
- Lifesteal: "Attacks will restore your health based on the damage dealt". Represented by a green fist surrounded by three plus signs or a green whirlpool, and manifested as a green, mist-like aura with slight electrical effects. Exclusive to Onslaught Mutants players, and also dispensed by the tower serving as the OtomaTEC headquarters.
- Wave Blast: "Attacks create a damaging wave in front of you". Represented by an upward red fist within two rings or a leftward red fist with a purple shockwave to its right, manifested as a red, mist-like aura with slight electrical effects. Not all attacks cause purple shockwaves to come from the player, and the timing of the shockwave generation may be delayed. Exclusive to Onslaught Mutants players, and also dispensed by the tower serving as the OtomaTEC headquarters.
Hazards
Hazards are environmental obstacles, obstructions, and other sources of danger, with some tied to the stage itself, the others as traps left by certain attacks.
- Skyscrapers are buildings too large and tall to grab and pick up. These are present in the Kimura District, GGN Tower, OtomaTEC HQ, Airforce Base, and Yefan City stages. Upon degrading due to heavy damage, the skyscraper would fall and damage anything under it, even S-Class Titans. However, certain attacks and the simple act of S-Class titans walking directly into the structure while it is still intact will cause the skyscraper to collapse inwards harmlessly due to skipping the heavy damage state entirely. For its ultimate attack, "Scrape the Skies", Kongkrete turns into a 12-foot skyscraper on boosters to chase down and repeatedly smash its face on the enemies it encounters.
- The Kimura District Gas Station, as well as the gas holders of Slavagrad, are structures that explode when heavily damaged, injuring even S-Class Titans. Once they have reached the limits of their durability, these structures form a red circle on the ground around them to telegraph the radius of the explosion, before detonating a second after.
- Spiked Walls exist in Tarabak Island's City Ruins, though fragments of these walls can end up in the flash flood of Dragon's Crossing. Titans attempting to grab the structures get immediately repulsed by the spikes. Titans thrown upon the walls or otherwise end up getting forced against them are impaled (causing minor damage) and left immobilized on these structures for two seconds. S-Class Titans destroy these walls on contact, and are thus immune to them.
- The thick woods present in Tarabak Island's City Ruins and Dragon's Crossing can obscure normal-sized Titans, and further enhances this effect by hiding the health bar of any Titan amongst the trees. Additionally, the Research Lab also occasionally suffers sandstorms, which hides the health bars of all Titans involved and keeps the combatants obscured, viewable only as dark silhouettes.
- Flash Flood is a hazard exclusive to Dragon's Crossing. Within a minute of fighting in the arena, a warning sign flashes at the top of the screen, before the dam beyond the arena's borders bursts and releases a flood on the entire arena. The water itself is not hazardous, but the debris of various stone buildings can knock down any Titan they encounter, and spiked walls can impale and drag any Titan in their way. S-Class Titans are immune to all of the flash flood's debris.
- The Global Titan Defense Initiative is authorized to fire upon any hostile force, friend or foe alike. Several units litter the Airforce Base. Tanks bearing rapid-firing, double barrel guns sweep their rapid fire in an area. Tanks with homing missiles occasionally shoot their weapons one at a time. Laser Artillery Assault Vehicles (LAAVs) fire in a straight line. And sound cannons blast a short-ranged unblockable attack that abruptly stops and stuns all Titans in range for two seconds, dealing minor damage to Titans. The sound cannons are the only vehicles that can cause minor damage to S-Class Titans, as other vehicles simply make them flinch, but otherwise cause no damage. Occasionally, a strategic bomber rushes down the runway in the center of the arena. It immediately explodes once it collides with a Titan. It also slows down and pauses if struck even once, only to blow up a second after. The explosion of this plane can damage even S-Class Titans. The GTDI vehicles also appear in the first chapter of "The Legend of Luana Island".
- The Power Station stage is named for the giant tesla coil-like structure on its northern end (though this is positioned in the center for "Woolley's Misadventures"). Touching this structure will electrocute, paralyze, and damage even S-Class Titans for a few seconds before they are forcefully thrown off.
- Palekana Port is occasionally visited by a tornado that would catch and damage Titans. Normal-sized ones get thrown around in the twister before being flung away, while S-Class Titans are moderately restrained (though they can resist this) and still get damaged by the hazard. The twister noticeably curves around towards where Titans are, and would only dissipate once it touches at least one Titan. The tornado is strong enough to tear through structures and even abruptly stop projectiles like ships.
- Lava continuously burns Titans standing in them, and leaves them burned for a short while even after escaping it. Mount Gorogong floods the entirety of Luana Island in a minute, while the volcano's very crater has only a few pieces of rock to stand on, with some of these safe zones exploding and being replaced if they last for too long. Gamera's charged special, a large Magma Blaster fireball, leaves a temporary pool of flames on the ground for identical effect, though its flames would not harm S-Class Titans unless Gamera is also S-Class. An S-Class MechaJURAS also has a means of leaving fiery hazards, by doing its heavy attack, "Booster Impact", leaving scorch marks from its treads on the ground for a few seconds.
- Acidic Sludgeand Sulfuric Acid Mist are environmental hazards left exclusively by some of Hedorah's attacks. Titans caught in either of these get damaged and slowed over time, though this would not affect S-Class Titans unless Hedorah also spreads its toxins in S-Class.
- From time to time, the statue in the center of Slavagrad shifts backward. This would damage any Titan, even S-Class ones, behind the statue. In the statue's place rises a hidden missile that normal-sized Titans can ride into the sky, then lock onto an enemy, its landing zone telegraphed by a red circle. Once the attack button is pressed, or once enough time has passed, the missile beeps and crashes to the ground, leaving its rider unharmed while damaging the target. Titans attempting to block the missile suffer a guard break. S-Class Titans instead grab the missile to throw it straight ahead. Once the missile is ridden on or ripped off, the statue slides back on its base.
- Avalanches, exclusive to Lake Lavina, are occasionally telegraphed by a warning sign on the top of the screen, before the screen shakes and snow comes rushing in to cover the entire west side of the arena. It takes five seconds for the snow to reach the arena, seven seconds after that to cover the entire arena, and another eight seconds for the avalanche to stop entirely. Titans can avoid this by staying on building, retreating to the east side of the arena, or otherwise remaining airborne. Titans caught in the avalanche will get heavily tossed and damaged. They can attempt to block the incoming snow, but only briefly. S-Class Titans are immune to the avalanche entirely.
- Lake Lavina is a frozen lake covering the east side of the arena named after it. Standing or moving on the same spot atop the frozen lake for too long would cause its surface to shatter. Titans that fall into the icy waters below get thrown back onto dry land, frozen in an ice block that can trap them for five seconds or more, which they must break out of by button mashing. S-Class Titans are immune to the icy waters entirely. A mayhem minigame based on this hazard exists.
- The Excavator in the Dig Site is responsible for two hazards. While it is still standing, it slowly turns around. Its bucket wheel can damage any opponent that touches it unless they are S-Class, though this would still stagger it. Eventually, the excavator causes the ground beneath it to collapse into a sinkhole, which spits out the arm with the bucket wheel, which can be wielded as a reusable, powerful weapon (though this only stagger S-Class Titans unless the user is also S-Class). Meanwhile, falling into a hole does damage before spitting the Titan out to extreme heights, though S-Class Titans will only slightly bounce half in and out of the pit harmlessly.
- Stalactites in the Crystal Cave occasionally fall from the ceiling. They are only telegraphed by a red circle indicating the impact site and a warning sign on the top of the screen before the crystal comes crashing down, impaling the ground and throwing any Titan underneath it away (S-Class Titans do not get thrown back as much, but they are still quite damaged by this). Cracks of energy immediately spread from this crystal before exploding and leaving eight branches of three smaller crystals each, sprouting away from the impact site in eight directions. Combatants can grab the crystals to throw them. If a thrown crystal lands on terrain, it explodes into smaller crystals like before, but the crystal itself is destroyed. If the crystal instead hits a combatant, or the Titan carrying the crystal is forced to drop it due to a powerful attack, the crystal leaves no trace and simply explodes into a spherical burst, damaging the holder and any other Titan with the blast radius.
- The Giga Core occasionally rises up to purge excess Giga Energy, damaging any Titan that is not hiding behind a structure or is in S-Class. Zyva manually forces this in the final chapter of Project P.P.J.U.R.A.S without damaging itself, but it happens automatically elsewhere.
- Yefan City has a moving mechanical dragon that spews fire in an arc. This dragon can be picked up and weaponized.
- Non-playable versions of two monsters can provide threats to the arena. The prototype MechaJURAS in the Research Lab would target and attack any Titan, and has an incomplete moveset, unable to even jump or flinch. On destruction, it leaves behind a drill rocket and its grappling claw, both of which can be used as weapons. The second form of Zargorah occasionally appears to stab the ground and incinerate the Fractured Earth arena. It can either be avoided by getting on a flying platform beforehand, or prevented from attacking by hitting its tendrils in the center of the arena beforehand.
References
This is a list of references for GigaBash/Mechanics. These citations are used to identify the reliable sources on which this article is based. These references appear inside articles in the form of superscript numbers, which look like this: [1]
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