Godzilla
G 2014 with classic Godzilla abilities.
Godzilla is as big as Bowser in SSBB making him a tough competitor. However, unlike Bowser, Godzilla is a ranged specialist, as his appalling movement speed and laughable double jump make his melee abilities limited, though he can hold his own if it comes to it.
Neutral B: Uranium Heat Beam. A staple of Godzilla's arsenal, it works like Bowsers fire, except it has better range and fires in a straight line. Moving the stick up or down causes Godzilla to move his head allowing him catch opponents above or below him.
Pros: Enemies caught by it are locked in place as long as the player holds the button or is targeted. The beam also opens a window for Godzilla to up his melee damage thanks to leftover radiation on the enemy feeding him.
Cons: Yes, Godzilla can hit anything above or below him, but only because it is an equalizer for his immobility during use. Also, as soon as an enemy gets behind him, the heat beam is useless. Turning his head is also fairly slow, so as long as an opposing player is paying attention, it is easy to avoid. Also unable to launch opponents with it. Lastly, the beam is a progressive damage dealer, meaning individual damage figures are crap unless he stays on target for a span of time.
Up B: Air Godzilla. Godzilla fires his heat beam down, launching him upwards. If an enemy is in his path up, they are hit by his spines, while enemies below are hit by the beam.
Pros: A great ground-covering move, useful for getting back on the arena.
Cons: Good luck hitting anyone with it.
Side B: Charge/Tail Whip. If Godzilla is facing an opponent while using this move, Godzilla charges at any enemy in his path at a fair clip. If the enemy is behind him, instead of a charge the attack is a tail whip.
Pros: The tail whip is useful for quickly turning around while the charge is a good way to make up for Godzilla's slow normal speed.
Cons: Then again, maybe not. Charging compensates for Godzilla's slow speed, but is hard to stop because he is so big, leaving the player at risk of running off the map. Hitting any obstacle can stop him instantly but stuns him for half a second or until another player hits him. The tail whip does crap for damage.
Down B: Nuclear Pulse. A short ranged omni-directional energy attack.
Pros: Great for crowd control and getting space to use the Uranium Heat Beam.
Cons: Not so great for much else.
Final Smash: Critical Mass. Godzilla becomes Burning Godzilla, pushing all attack power over his normal limit. His heat beam becomes the Red Spiral Ray and can knock opponents off the screen. At the end of this mode Godzilla suffers a screen wide meltdown that instantly ring-outs any opponents not in cover.
Pros: Critical Mass is one hell of an equalizer for a struggling player. Enemies that attack Burning Godzilla take 1 point of damage per strike due to his high temperature.
Cons: The player playing as Godzilla becomes the biggest threat on the field meaning free-for-alls become more like three on ones as they all try to knock Burning Godzilla off the map to revert him. The meltdown ring outs Godzilla and if his positioning is poor, it will do nothing.
Ability: Rage. As Godzilla takes damage, his damage figures go up for all B attacks and melee strikes.
Pros: It makes Godzilla more able to launch opponents.
Cons: So is he.
Godzilla is great for team games. As he builds damage percentages at range, a swift character can focus on knockouts. Godzilla is not so great at ffa but it isn't impossible to use him if you play right.
The changed image is the character model.