To understand Kaiju Alpha skills and abilities, build a kit card from the live game. The official description confirms PC skill keys 1–5 and roar keys R/T. It does not publish a complete roster ability database, so names, values, cooldowns, and resources must be checked per kaiju.
Create a five-slot kit card
For each numbered slot, record the live name and description, then test startup, range, tracking, movement, contact, recovery, cooldown, and resource change. Leave exact fields blank until measured.
Test at no target first so you can see animation and movement without combat noise. Use the same target for comparisons.
Separate startup, active time, and recovery
Startup is the warning before the move can connect. Active time is when its hit area matters. Recovery is the period before you can safely act again. A move with large damage or range can still be risky if startup is obvious or recovery is long.
Without frame tools, use reproducible landmarks and repeated observation. Record “fast enough to punish Attack X” instead of inventing a precise frame count.
Track resources and thresholds
Some skills depend on a bar, charge, health state, or full Utility. Record the value before and after use. Test below, at, and above a visible threshold when safe.
Godzilla Ultima has official Update 51 examples:
- Attack 1 heals for damage dealt above an Attack bar of 100.
- Attack 3 gains a larger hitbox above 100.
- Attack 5 reduces incoming damage by 10% while charging.
- Full Utility changes weather into a mist storm.
Use the Godzilla Ultima abilities guide for controlled comparisons. Do not assume other kaiju share this resource logic.
Test range and target behavior
Choose a stationary target and a landmark line. Move outward until the skill stops connecting, then repeat. Test at least three times. Note whether the skill tracks, turns your model, hits an area, passes through scenery, or behaves differently against large bodies.
Map conditions matter. A skill may look reliable on open shoreline and fail near buildings because the camera, collision, or approach angle changes.
Single target
Test contact and recovery without another player changing the result.
Same state
Keep level, allocation, meter, and target consistent.
Repeated trials
One contact does not prove range, tracking, or a status effect.
Version note
Attach Update 51 and check date to every shared kit card.
Roars and Utility
Test R and T while standing and moving. Observe animation commitment, resource change, visible area, and whether attacks remain available. Community explanations sometimes distinguish roar behavior, but the current live result should decide.
Utility may be a separate prompt or a kit-specific state. Copy the label exactly. Weather, visual, or audio changes are not proof of damage or a buff; test each possible effect separately.
Build short sequences
After every slot is understood, pair a reliable opener with one follow-up. Test whether the second action connects against different body sizes and whether the opponent can escape. Stop the sequence on a miss.
Add a resource-spending finisher only if the opening and follow-up are consistent. Preserve a defensive or mobility option in public servers where another player can enter.
Report an ability accurately
Include kaiju name, exact form, slot, live description, Place ID, update, server date, target, level, allocation, resource state, and repeated outcome. Separate what the UI says from what you observed.
Avoid claiming an exact damage ratio, hitbox size, or cooldown from a single recording. Do not copy preview values into a release kit without testing.
Common testing errors
- Changing targets between baseline and comparison.
- Ignoring meter thresholds.
- Counting lag or an interrupted animation as normal recovery.
- Testing near destructible scenery that blocks the view.
- Treating a visual weather effect as a proven combat effect.
- Publishing a full kit from an old server or test build.
The official Kaiju Alpha page supports the input baseline and Ultima notes. Complete ability data remains a current in-game check as of September 26, 2026.