Godzilla: Unleashed/Moves

Wii Controls
A Button: Punch (swing Wii Remote in a direction for additional attacks)

B Button: Kick (swing Wii Remote in a direction for additional attacks)

A + B Buttons: Fierce Attack (swing Wii Remote in a direction for additional attacks)

C Button: Hold to release projectile or charge if energy is depleted

C + Z Buttons: Hold to charge energy, even if not depleted

Z Button: Block, swing Wii Remote to Parry Z Button + Shake Nunchuk: Rush

Shake Nunchuk: Jump

Shake Nunchuk while moving: Leap

Shake Wii Remote and Nunchuk: Grab

1 Button: Activate Power Surge, press again when surge is about to diminish to release a shockwave

2 Button: Taunt

Health Cells
Characters start out with four through six health cells, each of which represents a full bar of health. After depleting the bar, someone will have to perform an attack capable of knocking someone down in order to remove one of the health cells. Regeneration: A character's health bar will slowly regenerate overtime. There are moments, though, when it will stop regenerating, including when a player is using C to charge their energy, burrowing or while they are knocked on the ground.

Energy Cells
All players have four energy cells, and will start with two of them at the beginning of each match or after respawning. If a monster begins to fire its beam, regardless of how long they keep up the blast, it will deplete at least one energy cell. Unlike previous games, energy no longer refills automatically over time.

Locking Beams
When two monsters have their beams lock, they will have to bounce the charge back and forth in order to avoid being struck by a residual blast. This is done by shacking the Wii Remote like a racket to volley the "surge" until it ends up striking one of the players and exploding. It should be noted that if the beams lock too close to each other, then they will immediately detonate and injury both monsters.

Rush
When a character rushes, it greatly increases its movement. This also has the side effect of being able to knock down smaller buildings, which will fly up and have a chance to smack nearby monsters, and to destroy Health or Energy crystals that might be in the path. If the rushing character should collide with another, it will damage them slightly, although can't remove a health cell.

Critical Mass
After damaging or destroying enough crystals to fill up the meter, the monster will go into Critical Mass mode. This will cause the monster's body to be bathed in flames before they increase in size and a charcoal red design covers their exterior. While in this mode, the monster's damage and knock back abilities will be increased, although at the cost of reduced defenses. While in Critical Mass, the meter will slowly deplete, although will also fill back up again with successive hits. When the meter is empty, the monster will return to its normal state. Being frozen also will end Critical Mass mode. It should be mentioned that all crystals help to build Critical Mass, including the "normal" teal ones, the health/energy crystals and the ones SpaceGodzilla can erect in the ground.