Publication Information
- Ultraman : Ultraman
- Japanese : ウルトラマン
- Age : Over 20,000 Earth years old
- Type : Ultra Warriors
- Known As : Shin Hayata
- Gender : Male
- HomeWorld : Planet Nebula M78 (Land Of Light)
- Family structure :
- Father : A Space Garrison Service Director General.
- Mother : A teacher at the Ultra School.
- Season : Ultraman
- First Appeareance : Ultraman Episode 0 : Birth of Ultraman
Human Host
- Shin Hayata
- Shin Hayata, the Science Patrol's brave and serious deputy captain, is Ultraman's human host on Earth. When Bemular attacked Earth, Ultraman's Travel Sphere crashed into Hayata's Delta VTOL. Ultraman merged with the earthling to keep him alive, and gave him the Beta Capsule; a device that can change the man into his Ultra form. Ultraman reunites with Hayata again sometime after his initial separation due to his defeat at Zetton's hands.
Transformation
- Beta_Capsule
- Hayata uses the beacon-like Beta-Capsule to transform into Ultraman by pressing a button on the capsule's side, triggering the transformation. Separation from the Beta-Capsule however, can be problematic, as without it, Hayata was unable to assume his Ultraman form when Gomora attacked again
- The Beta-Capsule is also shown to be unusable by other beings, as when a child pressed the button, there was no result, and when Hayata was under the control of the Underground people, upon transforming into Ultraman, the effects of the control were eliminated as if never established.
- Transformation Sequence:
- Upon the Beta Capule's activation, Ultraman emerges from a smokey red background and enlarges, then appears in giant form soon after. It can be assumed that the sequence takes place in a very short time and is the depiction of Ultraman enlarging, similar to his growth technique.
Form
Ultraman's personality is shown through his host for most of his main series. Ultraman is shown to be fairly clever, as he was able to outsmart his team and many enemies as well. His patience however, is shown to be questionable, as he initially resorts to aggression upon facing monsters. Although, he is shown to be passive, if not persuasive when he needs to, as shown with Seabozu. He also is shown to be very concerned and sorry with what he had done to Hayata, and even after the first wave of invasion had ended with Zetton, he insisted that the man should live when Zoffy was going to relieve him of his duties.
Ultraman
Type A
- Ultraman Type A
- Origin : Nebula M78 (Land of Light)
- Type : Type A
- Age : Over 20,000 Earth years old
- Transformation : Beta Capsule
- Height :
- 40 m
- Taro : 53 m
- Weight : 35,000 t (Earth gravitation)
- Flight Speed :
- Mach 5
- Susume Ultraman : Mach 3
- Jump Ceiling : 800 meters
- Running Speed : 450 kilometers per hour
- Swimming Speed : 200 knots per hour
- Physical Strength : Though never precisely measured in the stories, it is presumed to be vastly super-humanoid. He is capable of lifting a 100,000-ton tanker and bench-pressing 200,000 tonnes; however, he could not lift the monster Skydon.
- Occupations : Ultraman used to be a professor at the Space University, as well as the director of the Universe's Galaxy Guard, before he branched out to the Space Garrison. He is also the chief member of the Ultra Brothers.
- Punching :
- Kicking :
- Armed :
- Weakness :
- Finisher :
- Season : Ultraman
- Color Timer : The standard Color Timer.
- Eyes : Ultraman can see beyond the visible spectrum, perhaps the entire spectrum.
- Ultra Armor : Ultraman's ultra durable skin. It has the standard weakness of a Showa-era Ultra such as being unable to withstand extreme cold, but Ultraman has immunities not seen by others.
- Immune to electricity.
- Resistant against heat.
- Resistant against Specium Ray.
- Resistant against the force of an atomic explosion.
- Resistant against chemical weathering.
- Teleportation : Ultraman can teleport from one planet to another, but doing so takes up a lot of his energy.
- Ultra Barrier : Also called the rebound ray. Ultraman draws a rectangular shield in the air which is energized by his fingers to deflect/reflect any type of attack. Also used in conjunction with Ultraseven to survive from being frozen.Mega Monster Battle: Ultra Galaxy Legends The Movie
- Ultra-Shower : Ultraman can emit a stream of water from his right hand when he places his other hand above it, in a similar fashion to the Slash Ray. This can either be used as a method to put out fires or as an attack - As shown in Ultraman's fight with Jamila, the high-pressure blast of water is extremely painful. Ultraman is the first Ultra to possess this technique, many others followed.
- Ultra V Barrier : Seen in Ginga, Ultraman can crosses his hands to deflect attacks.
Physical:
- Defense Capability : Ultraman's hide seems to be immune to every energy projectile or explosion. It allows him to resist heat, atomic bomb explosions and even electricity (which is commonly seen). Even attacked by the same Specium substance, Ultraman only recieves minor injuries. These were used to resist against Neronga and Alien Mefilas' electricity and even Aboras' acidic foam (though it depleted his Color Timer).
- Ultra Psycic : Also called Ultra willpower. Ultraman has used these abilities to stop Aboras' acidic foam, Geronimon's feathers and other various form of these abilities. It was used in the form of Hayata with Mirai Hibino and Dan Moroboshi to retrieve the last of the light guarded by Taro.
- Ultra Psychokinesis : The ability to lift opponents in mid-air and threw them off before exploding. Used on Kiyla.
- Air Body : Ultraman rams the opponent with his body in mid-air. His body does not seem to suffer any ill effects from the collision.
- Ultra Head-butt : Ultraman hits the opponent with the top of his head, it is said to be a hundred times harder than diamonds.
- Ultra Chop : A basic chop. Ultraman tends to use this on opponents in an attempt to daze or stun them.
- Ultra Haze Slash : Also known as 'Ultra Sword Haze', this technique is a variation of Ultra Chop where Ultraman slices or punches the opponent as he passes. This was used on Jirass to slit his throat
- Ultra Punch : A punch skill to assess the weaknesses of the enemy. Said to have the power of fifty charging elephants.
- Ultra Kick : A kicking technique using concentrated power in the legs. It is several hundred times stronger than what would be expected from his stature.
- Swoop Kick : A double kick from high altitudes. Used on Greenmons, Red King, Gomora and Geronimon
- Rotation Choking Kick : Strangles the opponent with his feet, similar to a wrestling move. Used on Dada.
- Ultra Swing : Grabbs the opponent and throws them.
- Dropped Rock : Lifts the opponent into the air and slams them into the ground.
- Flying Mare : Grabs the opponent by the neck and throws them. Used on Red King and Telesdon.
- Monkey Flip : When faced with a charging opponent, Ultraman grabs them, falls on his back and uses the opponents momentum and his leg to flip them over.
- Neck Hanging : A technique where Ultraman holds his opponent by the neck while lifting them. When his foe is weakened he throws them.
- Headlock : Ultraman headlocks his opponent to seal their movements.
- Extraordinary Jumper : Being as strong as he is, Ultraman has little trouble jumping to great heights.
- Specium Ray : When Ultraman puts his arms in a plus (+) sign, with his right arm vertical and his left one horizontal, he can fire a powerful beam from his right vertical hand that can destroy monsters in one hit.
- Ultra-Attack Ray : Ultraman can fire an energy attack from his hands called the Ultra-Attack Ray. More powerful than the Specium Ray. All of his body's energy spirals around his right arm and out his closed fist in the form of a wave of green energy rings. It hits the foe, but when Ultraman crosses his arms and clenches his fists, the foe explodes.
- Ultra-Slash : Ultraman can form a buzzsaw-like energy disc in his hand and toss it at foes. Can slice through monsters with ease. Can also separate into two saws in mid-air, or he can fire two from his hand at once. In whatever form he fires them, they can home in on a foe.
- Slash Shield : The Ultra-Slash can also be used as a small shield before being thrown, used in Ultraman X The Movie: Here Comes! Our Ultraman.
- Slash Ray : Ultraman can fire a stream of arrow shaped rays from his hand when he places his other hand above it. Can also have explosive effects.
- Ultra Air Catch : Ultraman extends his arms directly in front of him and fires a white laser from both of his hands. He then moves one of his arms to a 90° angle. Used to hold Red King II temporarily frozen in the air.
- Ultra Air Catch (V2) : A variant of the technique. Also known as the Ultra Anti-Gravity Ray. A beam that can lift the opponent into the air. Used on Kiyla.
- Flouroscope Ray : Ultraman can emit a beam of light from his eyes that will make invisible objects or monsters visible.
- Ultra Discernment : Beams from Ultraman's eyes used to remove energy barriers of most foes. Used on Alien Baltan II.
- Catch-Rings : Ultraman can spin around so fast that he creates energy rings, used to capture/ensnare foes.
- W Beam : Used with Ultraseven to save Ultraman Jack.
- Red Light : Ultraman performs the Body Windmill with Ultraseven and Zoffy, creating a beam which was used to slow down Beatstar's planet ship.
- Ultra-Separation : Ultraman can create exact duplicates of himself. Each can fight on their own, even over long distances, and all have the same powers as the original. Used in Revive! Ultraman.
- Marine Specium Ray : Ultraman can fire a stronger rainbow-colored version of the Specium ray from his "+" shaped hands after being blasted with Ide's "Stamina Booster". Used in Revive! Ultraman.
- Ultra Paris Free : Used by the Superior 8 Brothers version with Ace, Seven, and Jack to free Mebius
- Grand Spark : A combination of his Specium Ray and Ace, Seven, Jack or Zoffy's signature Rays to create a large beam.
- Final Cross Shield : A shield used with Seven, Ace, and Jack to seal Yapool.
- Ultra Charge : Used with Seven, Jack, and Zoffy to give their remaining energy to other ultras. Given to Ace for him to charge the Space Q and destroy Ace killer.
- Energy Charge : Ultraman, Zoffy, Jack and Seven stand in a circle, hold their hands, and give energy to others. First used to charge Ace to full power to go to Earth and fight Bararas.
Type B
- Ultraman Type B
- Origin : Nebula M78 (Land of Light)
- Type : Type B
- Age : Over 20,000 Earth years old
- Transformation : Beta Capsule
- Height :
- 40 m
- Taro : 53 m
- Weight : 35,000 t (Earth gravitation)
- Flight Speed :
- Mach 5
- Susume Ultraman : Mach 3
- Jump Ceiling : 800 meters
- Running Speed : 450 kilometers per hour
- Swimming Speed : 200 knots per hour
- Physical Strength : Though never precisely measured in the stories, it is presumed to be vastly super-humanoid. He is capable of lifting a 100,000-ton tanker and bench-pressing 200,000 tonnes; however, he could not lift the monster Skydon.
- Occupations : Ultraman used to be a professor at the Space University, as well as the director of the Universe's Galaxy Guard, before he branched out to the Space Garrison. He is also the chief member of the Ultra Brothers.
- Punching :
- Kicking :
- Armed :
- Weakness :
- Finisher :
- Season : Ultraman
- Color Timer : The standard Color Timer.
- Eyes : Ultraman can see beyond the visible spectrum, perhaps the entire spectrum.
- Ultra Armor : Ultraman's ultra durable skin. It has the standard weakness of a Showa-era Ultra such as being unable to withstand extreme cold, but Ultraman has immunities not seen by others.
- Immune to electricity.
- Resistant against heat.
- Resistant against Specium Ray.
- Resistant against the force of an atomic explosion.
- Resistant against chemical weathering.
- Teleportation : Ultraman can teleport from one planet to another, but doing so takes up a lot of his energy.
- Ultra Barrier : Also called the rebound ray. Ultraman draws a rectangular shield in the air which is energized by his fingers to deflect/reflect any type of attack. Also used in conjunction with Ultraseven to survive from being frozen.Mega Monster Battle: Ultra Galaxy Legends The Movie
- Ultra-Shower : Ultraman can emit a stream of water from his right hand when he places his other hand above it, in a similar fashion to the Slash Ray. This can either be used as a method to put out fires or as an attack - As shown in Ultraman's fight with Jamila, the high-pressure blast of water is extremely painful. Ultraman is the first Ultra to possess this technique, many others followed.
- Ultra V Barrier : Seen in Ginga, Ultraman can crosses his hands to deflect attacks.
Physical:
- Defense Capability : Ultraman's hide seems to be immune to every energy projectile or explosion. It allows him to resist heat, atomic bomb explosions and even electricity (which is commonly seen). Even attacked by the same Specium substance, Ultraman only recieves minor injuries. These were used to resist against Neronga and Alien Mefilas' electricity and even Aboras' acidic foam (though it depleted his Color Timer).
- Ultra Psycic : Also called Ultra willpower. Ultraman has used these abilities to stop Aboras' acidic foam, Geronimon's feathers and other various form of these abilities. It was used in the form of Hayata with Mirai Hibino and Dan Moroboshi to retrieve the last of the light guarded by Taro.
- Ultra Psychokinesis : The ability to lift opponents in mid-air and threw them off before exploding. Used on Kiyla.
- Air Body : Ultraman rams the opponent with his body in mid-air. His body does not seem to suffer any ill effects from the collision.
- Ultra Head-butt : Ultraman hits the opponent with the top of his head, it is said to be a hundred times harder than diamonds.
- Ultra Chop : A basic chop. Ultraman tends to use this on opponents in an attempt to daze or stun them.
- Ultra Haze Slash : Also known as 'Ultra Sword Haze', this technique is a variation of Ultra Chop where Ultraman slices or punches the opponent as he passes. This was used on Jirass to slit his throat
- Ultra Punch : A punch skill to assess the weaknesses of the enemy. Said to have the power of fifty charging elephants.
- Ultra Kick : A kicking technique using concentrated power in the legs. It is several hundred times stronger than what would be expected from his stature.
- Swoop Kick : A double kick from high altitudes. Used on Greenmons, Red King, Gomora and Geronimon
- Rotation Choking Kick : Strangles the opponent with his feet, similar to a wrestling move. Used on Dada.
- Ultra Swing : Grabbs the opponent and throws them.
- Dropped Rock : Lifts the opponent into the air and slams them into the ground.
- Flying Mare : Grabs the opponent by the neck and throws them. Used on Red King and Telesdon.
- Monkey Flip : When faced with a charging opponent, Ultraman grabs them, falls on his back and uses the opponents momentum and his leg to flip them over.
- Neck Hanging : A technique where Ultraman holds his opponent by the neck while lifting them. When his foe is weakened he throws them.
- Headlock : Ultraman headlocks his opponent to seal their movements.
- Extraordinary Jumper : Being as strong as he is, Ultraman has little trouble jumping to great heights.
- Specium Ray : When Ultraman puts his arms in a plus (+) sign, with his right arm vertical and his left one horizontal, he can fire a powerful beam from his right vertical hand that can destroy monsters in one hit.
- Ultra-Attack Ray : Ultraman can fire an energy attack from his hands called the Ultra-Attack Ray. More powerful than the Specium Ray. All of his body's energy spirals around his right arm and out his closed fist in the form of a wave of green energy rings. It hits the foe, but when Ultraman crosses his arms and clenches his fists, the foe explodes.
- Ultra-Slash : Ultraman can form a buzzsaw-like energy disc in his hand and toss it at foes. Can slice through monsters with ease. Can also separate into two saws in mid-air, or he can fire two from his hand at once. In whatever form he fires them, they can home in on a foe.
- Slash Shield : The Ultra-Slash can also be used as a small shield before being thrown, used in Ultraman X The Movie: Here Comes! Our Ultraman.
- Slash Ray : Ultraman can fire a stream of arrow shaped rays from his hand when he places his other hand above it. Can also have explosive effects.
- Ultra Air Catch : Ultraman extends his arms directly in front of him and fires a white laser from both of his hands. He then moves one of his arms to a 90° angle. Used to hold Red King II temporarily frozen in the air.
- Ultra Air Catch (V2) : A variant of the technique. Also known as the Ultra Anti-Gravity Ray. A beam that can lift the opponent into the air. Used on Kiyla.
- Flouroscope Ray : Ultraman can emit a beam of light from his eyes that will make invisible objects or monsters visible.
- Ultra Discernment : Beams from Ultraman's eyes used to remove energy barriers of most foes. Used on Alien Baltan II.
- Catch-Rings : Ultraman can spin around so fast that he creates energy rings, used to capture/ensnare foes.
- W Beam : Used with Ultraseven to save Ultraman Jack.
- Red Light : Ultraman performs the Body Windmill with Ultraseven and Zoffy, creating a beam which was used to slow down Beatstar's planet ship.
- Ultra-Separation : Ultraman can create exact duplicates of himself. Each can fight on their own, even over long distances, and all have the same powers as the original. Used in Revive! Ultraman.
- Marine Specium Ray : Ultraman can fire a stronger rainbow-colored version of the Specium ray from his "+" shaped hands after being blasted with Ide's "Stamina Booster". Used in Revive! Ultraman.
- Ultra Paris Free : Used by the Superior 8 Brothers version with Ace, Seven, and Jack to free Mebius
- Grand Spark : A combination of his Specium Ray and Ace, Seven, Jack or Zoffy's signature Rays to create a large beam.
- Final Cross Shield : A shield used with Seven, Ace, and Jack to seal Yapool.
- Ultra Charge : Used with Seven, Jack, and Zoffy to give their remaining energy to other ultras. Given to Ace for him to charge the Space Q and destroy Ace killer.
- Energy Charge : Ultraman, Zoffy, Jack and Seven stand in a circle, hold their hands, and give energy to others. First used to charge Ace to full power to go to Earth and fight Bararas.
- Giga Specium Ray : A more powerful version of the normal Specium Ray. Used in Ultraman Fighting Evolution Rebirth. An even more powerful version can be unleashed by recieving energy from the Plasma Spark.
Type C
- Ultraman Type C
- Origin : Nebula M78 (Land of Light)
- Type : Type C
- Age : Over 20,000 Earth years old
- Transformation : Beta Capsule
- Height :
- 40 m
- Taro : 53 m
- Weight : 35,000 t (Earth gravitation)
- Flight Speed :
- Mach 5
- Susume Ultraman : Mach 3
- Jump Ceiling : 800 meters
- Running Speed : 450 kilometers per hour
- Swimming Speed : 200 knots per hour
- Physical Strength : Though never precisely measured in the stories, it is presumed to be vastly super-humanoid. He is capable of lifting a 100,000-ton tanker and bench-pressing 200,000 tonnes; however, he could not lift the monster Skydon.
- Occupations : Ultraman used to be a professor at the Space University, as well as the director of the Universe's Galaxy Guard, before he branched out to the Space Garrison. He is also the chief member of the Ultra Brothers.
- Punching :
- Kicking :
- Armed :
- Weakness :
- Finisher :
- Season : Ultraman
- Color Timer : The standard Color Timer.
- Eyes : Ultraman can see beyond the visible spectrum, perhaps the entire spectrum.
- Ultra Armor : Ultraman's ultra durable skin. It has the standard weakness of a Showa-era Ultra such as being unable to withstand extreme cold, but Ultraman has immunities not seen by others.
- Immune to electricity.
- Resistant against heat.
- Resistant against Specium Ray.
- Resistant against the force of an atomic explosion.
- Resistant against chemical weathering.
- Teleportation : Ultraman can teleport from one planet to another, but doing so takes up a lot of his energy.
- Ultra Barrier : Also called the rebound ray. Ultraman draws a rectangular shield in the air which is energized by his fingers to deflect/reflect any type of attack. Also used in conjunction with Ultraseven to survive from being frozen.Mega Monster Battle: Ultra Galaxy Legends The Movie
- Ultra-Shower : Ultraman can emit a stream of water from his right hand when he places his other hand above it, in a similar fashion to the Slash Ray. This can either be used as a method to put out fires or as an attack - As shown in Ultraman's fight with Jamila, the high-pressure blast of water is extremely painful. Ultraman is the first Ultra to possess this technique, many others followed.
- Ultra V Barrier : Seen in Ginga, Ultraman can crosses his hands to deflect attacks.
Physical:
- Defense Capability : Ultraman's hide seems to be immune to every energy projectile or explosion. It allows him to resist heat, atomic bomb explosions and even electricity (which is commonly seen). Even attacked by the same Specium substance, Ultraman only recieves minor injuries. These were used to resist against Neronga and Alien Mefilas' electricity and even Aboras' acidic foam (though it depleted his Color Timer).
- Ultra Psycic : Also called Ultra willpower. Ultraman has used these abilities to stop Aboras' acidic foam, Geronimon's feathers and other various form of these abilities. It was used in the form of Hayata with Mirai Hibino and Dan Moroboshi to retrieve the last of the light guarded by Taro.
- Ultra Psychokinesis : The ability to lift opponents in mid-air and threw them off before exploding. Used on Kiyla.
- Air Body : Ultraman rams the opponent with his body in mid-air. His body does not seem to suffer any ill effects from the collision.
- Ultra Head-butt : Ultraman hits the opponent with the top of his head, it is said to be a hundred times harder than diamonds.
- Ultra Chop : A basic chop. Ultraman tends to use this on opponents in an attempt to daze or stun them.
- Ultra Haze Slash : Also known as 'Ultra Sword Haze', this technique is a variation of Ultra Chop where Ultraman slices or punches the opponent as he passes. This was used on Jirass to slit his throat
- Ultra Punch : A punch skill to assess the weaknesses of the enemy. Said to have the power of fifty charging elephants.
- Ultra Kick : A kicking technique using concentrated power in the legs. It is several hundred times stronger than what would be expected from his stature.
- Swoop Kick : A double kick from high altitudes. Used on Greenmons, Red King, Gomora and Geronimon
- Rotation Choking Kick : Strangles the opponent with his feet, similar to a wrestling move. Used on Dada.
- Ultra Swing : Grabbs the opponent and throws them.
- Dropped Rock : Lifts the opponent into the air and slams them into the ground.
- Flying Mare : Grabs the opponent by the neck and throws them. Used on Red King and Telesdon.
- Monkey Flip : When faced with a charging opponent, Ultraman grabs them, falls on his back and uses the opponents momentum and his leg to flip them over.
- Neck Hanging : A technique where Ultraman holds his opponent by the neck while lifting them. When his foe is weakened he throws them.
- Headlock : Ultraman headlocks his opponent to seal their movements.
- Extraordinary Jumper : Being as strong as he is, Ultraman has little trouble jumping to great heights.
- Specium Ray : When Ultraman puts his arms in a plus (+) sign, with his right arm vertical and his left one horizontal, he can fire a powerful beam from his right vertical hand that can destroy monsters in one hit.
- Ultra-Attack Ray : Ultraman can fire an energy attack from his hands called the Ultra-Attack Ray. More powerful than the Specium Ray. All of his body's energy spirals around his right arm and out his closed fist in the form of a wave of green energy rings. It hits the foe, but when Ultraman crosses his arms and clenches his fists, the foe explodes.
- Ultra-Slash : Ultraman can form a buzzsaw-like energy disc in his hand and toss it at foes. Can slice through monsters with ease. Can also separate into two saws in mid-air, or he can fire two from his hand at once. In whatever form he fires them, they can home in on a foe.
- Slash Shield : The Ultra-Slash can also be used as a small shield before being thrown, used in Ultraman X The Movie: Here Comes! Our Ultraman.
- Slash Ray : Ultraman can fire a stream of arrow shaped rays from his hand when he places his other hand above it. Can also have explosive effects.
- Ultra Air Catch : Ultraman extends his arms directly in front of him and fires a white laser from both of his hands. He then moves one of his arms to a 90° angle. Used to hold Red King II temporarily frozen in the air.
- Ultra Air Catch (V2) : A variant of the technique. Also known as the Ultra Anti-Gravity Ray. A beam that can lift the opponent into the air. Used on Kiyla.
- Flouroscope Ray : Ultraman can emit a beam of light from his eyes that will make invisible objects or monsters visible.
- Ultra Discernment : Beams from Ultraman's eyes used to remove energy barriers of most foes. Used on Alien Baltan II.
- Catch-Rings : Ultraman can spin around so fast that he creates energy rings, used to capture/ensnare foes.
- W Beam : Used with Ultraseven to save Ultraman Jack.
- Red Light : Ultraman performs the Body Windmill with Ultraseven and Zoffy, creating a beam which was used to slow down Beatstar's planet ship.
- Ultra-Separation : Ultraman can create exact duplicates of himself. Each can fight on their own, even over long distances, and all have the same powers as the original. Used in Revive! Ultraman.
- Marine Specium Ray : Ultraman can fire a stronger rainbow-colored version of the Specium ray from his "+" shaped hands after being blasted with Ide's "Stamina Booster". Used in Revive! Ultraman.
- Ultra Paris Free : Used by the Superior 8 Brothers version with Ace, Seven, and Jack to free Mebius
- Grand Spark : A combination of his Specium Ray and Ace, Seven, Jack or Zoffy's signature Rays to create a large beam.
- Final Cross Shield : A shield used with Seven, Ace, and Jack to seal Yapool.
- Ultra Charge : Used with Seven, Jack, and Zoffy to give their remaining energy to other ultras. Given to Ace for him to charge the Space Q and destroy Ace killer.
- Energy Charge : Ultraman, Zoffy, Jack and Seven stand in a circle, hold their hands, and give energy to others. First used to charge Ace to full power to go to Earth and fight Bararas.
- Giga Specium Ray : A more powerful version of the normal Specium Ray. Used in Ultraman Fighting Evolution Rebirth. An even more powerful version can be unleashed by recieving energy from the Plasma Spark.
Ultraman Wearing Brothers' Mantle
- Ultraman Wearing Brothers' Mantle
- Weight : 35,000 t (Earth gravitation)
- Height :
- 40 m
- Taro : 53 m
- Flight Speed : Mach 5
- Jump Ceiling : 800 meters
- Running Speed : 450 kilometers per hour
- Swimming Speed : 200 knots
- Punching :
- Kicking :
- Armed :
- Weakness :
- Finisher :
- Appeareance : Ultra Galaxy Legends The Movie
- Though never precisely measured in the stories, it is presumed to be vastly super-humanoid. He is capable of lifting a 100,000-ton tanker and bench-pressing 200,000 tonnes; however, he could not lift the monster Skydon. (This was actually due to story constraints.)
- Body Color : Silver & Red
- Color Timer : The standard Color Timer.
- Eyes : Ultraman can see beyond the visible spectrum, perhaps the entire spectrum.
- Ultra Armor : Ultraman's ultra durable skin. It has the standard weakness of a Showa-era Ultra such as being unable to withstand extreme cold. But Ultraman has immunities not seen by others.
- Immune to electricity.
- Resistant against heat.
- Resistant against Specium Ray.
- Resistant against the force of an atomic explosion.
- Resistant against chemical weathering.
- Teleportation : Ultraman can teleport from one planet to another, but doing so takes up a lot of his energy.
- Ultra Barrier : Also called the rebound ray. Ultraman draws a rectangular shield in the air which is energized by his fingers to deflect/reflect any type of attack. Also used in conjunction with Ultraseven to survive from being frozen.Mega Monster Battle: Ultra Galaxy Legends The Movie
- Ultra-Shower : Ultraman can emit a stream of water from his right hand when he places his other hand above it, in a similar fashion to the Slash Ray. This can either be used as a method to put out fires or as an attack - As shown in Ultraman's fight with Jamila, the high-pressure blast of water is extremely painful. Ultraman is the first Ultra to possess this technique, many others followed.
- Ultra V Barrier : Seen in Ginga, Ultraman can crosses his hands to deflect attacks.
Physical:
- Defense Capability : Ultraman's hide seems to be immune to every energy projectile or explosion. It allows him to resist heat, atomic bomb explosions and even electricity (which is commonly seen). Even attacked by the same Specium substance, Ultraman only recieves minor injuries. These were used to resist against Neronga and Alien Mefilas' electricity and even Aboras' acidic foam (though it depleted his Color Timer).
- Ultra Psycic : Also called Ultra willpower. Ultraman has used these abilities to stop Aboras' acidic foam, Geronimon's feathers and other various form of these abilities. It was used in the form of Hayata with Mirai Hibino and Dan Moroboshi to retrieve the last of the light guarded by Taro.
- Ultra Psychokinesis : The ability to lift opponents in mid-air and threw them off before exploding. Used on Kiyla.
- Air Body : Ultraman rams the opponent with his body in mid-air. His body does not seem to suffer any ill effects from the collision.
- Ultra Head-butt : Ultraman hits the opponent with the top of his head, it is said to be a hundred times harder than diamonds.
- Ultra Chop : A basic chop. Ultraman tends to use this on opponents in an attempt to daze or stun them.
- Ultra Haze Slash : Also known as 'Ultra Sword Haze', this technique is a variation of Ultra Chop where Ultraman slices or punches the opponent as he passes. This was used on Jirass to slit his throat
- Ultra Punch : A punch skill to assess the weaknesses of the enemy. Said to have the power of fifty charging elephants.
- Ultra Kick : A kicking technique using concentrated power in the legs. It is several hundred times stronger than what would be expected from his stature.
- Swoop Kick : A double kick from high altitudes. Used on Greenmons, Red King, Gomora and Geronimon
- Rotation Choking Kick : Strangles the opponent with his feet, similar to a wrestling move. Used on Dada.
- Ultra Swing : Grabbs the opponent and throws them.
- Dropped Rock : Lifts the opponent into the air and slams them into the ground.
- Flying Mare : Grabs the opponent by the neck and throws them. Used on Red King and Telesdon.
- Monkey Flip : When faced with a charging opponent, Ultraman grabs them, falls on his back and uses the opponents momentum and his leg to flip them over.
- Neck Hanging : A technique where Ultraman holds his opponent by the neck while lifting them. When his foe is weakened he throws them.
- Headlock : Ultraman headlocks his opponent to seal their movements.
- Extraordinary Jumper : Being as strong as he is, Ultraman has little trouble jumping to great heights.
- Specium Ray : When Ultraman puts his arms in a plus (+) sign, with his right arm vertical and his left one horizontal, he can fire a powerful beam from his right vertical hand that can destroy monsters in one hit.
- Ultra-Attack Ray : Ultraman can fire an energy attack from his hands called the Ultra-Attack Ray. More powerful than the Specium Ray. All of his body's energy spirals around his right arm and out his closed fist in the form of a wave of green energy rings. It hits the foe, but when Ultraman crosses his arms and clenches his fists, the foe explodes.
- Ultra-Slash : Ultraman can form a buzzsaw-like energy disc in his hand and toss it at foes. Can slice through monsters with ease. Can also separate into two saws in mid-air, or he can fire two from his hand at once. In whatever form he fires them, they can home in on a foe.
- Slash Shield : The Ultra-Slash can also be used as a small shield before being thrown, used in Ultraman X The Movie: Here Comes! Our Ultraman.
- Slash Ray : Ultraman can fire a stream of arrow shaped rays from his hand when he places his other hand above it. Can also have explosive effects.
- Ultra Air Catch : Ultraman extends his arms directly in front of him and fires a white laser from both of his hands. He then moves one of his arms to a 90° angle. Used to hold Red King II temporarily frozen in the air.
- Ultra Air Catch (V2) : A variant of the technique. Also known as the Ultra Anti-Gravity Ray. A beam that can lift the opponent into the air. Used on Kiyla.
- Flouroscope Ray : Ultraman can emit a beam of light from his eyes that will make invisible objects or monsters visible.
- Ultra Discernment : Beams from Ultraman's eyes used to remove energy barriers of most foes. Used on Alien Baltan II.
- Catch-Rings : Ultraman can spin around so fast that he creates energy rings, used to capture/ensnare foes.
- W Beam : Used with Ultraseven to save Ultraman Jack.
- Red Light : Ultraman performs the Body Windmill with Ultraseven and Zoffy, creating a beam which was used to slow down Beatstar's planet ship.
- Ultra-Separation : Ultraman can create exact duplicates of himself. Each can fight on their own, even over long distances, and all have the same powers as the original. Used in Revive! Ultraman.
- Marine Specium Ray : Ultraman can fire a stronger rainbow-colored version of the Specium ray from his "+" shaped hands after being blasted with Ide's "Stamina Booster". Used in Revive! Ultraman.
- Ultra Paris Free : Used by the Superior 8 Brothers version with Ace, Seven, and Jack to free Mebius
- Grand Spark : A combination of his Specium Ray and Ace, Seven, Jack or Zoffy's signature Rays to create a large beam.
- Final Cross Shield : A shield used with Seven, Ace, and Jack to seal Yapool.
- Ultra Charge : Used with Seven, Jack, and Zoffy to give their remaining energy to other ultras. Given to Ace for him to charge the Space Q and destroy Ace killer.
- Energy Charge : Ultraman, Zoffy, Jack and Seven stand in a circle, hold their hands, and give energy to others. First used to charge Ace to full power to go to Earth and fight Bararas.
- Giga Specium Ray : A more powerful version of the normal Specium Ray. Used in Ultraman Fighting Evolution Rebirth. An even more powerful version can be unleashed by recieving energy from the Plasma Spark.
Category Dark / Evil Ultraman
Ultraman Dark
- Main Article : Ultraman Dark
- Origin : Earth (Ginga Universe)
- Type : Evil Ultras
- Appeareance : Ultraman Ginga
- In Episode 8's ending, Ginga Spark Stolen, when Seiichiro uses it to ambush Ginga. The doll was Dark Lived into Ultraman Dark.
DarkKiller Ultraman
- Main Article : DarkKiller Ultraman
- Origin : Game World
- Type : Evil Ultras
- Appeareance : Pachinko Games
- DarkKiller Ultraman is an evil clone of Ultraman that appears in the pachinko game, Ultraman: Taro Revenge of the Dark.
Dark Ultraman (Thailand Version)
- Main Article : Dark Ultraman (Thailand Version)
- Appeareance : Ultraman Millenium Live Show
- Dark Ultraman was one of the three unofficial Ultramen created by Chaiyo Productions of Thailand as part of the project named Project Ultraman. He was going to be an evil Ultraman to appear in Ultraman Millenium's show.
Ultraman Geist
- Main Article : Ultraman Geist
- Appeareance : Ultraman Stage Shows
- Ultraman Geist is a dark clone of Ultraman, who appears exclusively in stage shows. Ultraman Geist appeared in stage shows, where he fought other monsters and Ultras.
Category Robot
Robot Ultraman
- Main Article : Robot Ultraman
- Appeareance : Ultraman Zero vs Darklops Zero
- Robot Ultraman is a mass-produced duplicated robots of Ultraman created by the Alien Salome to invade multiverses. Ultraman first appears with his artificial brothers, confronting Ultraman Zero and the alternate ZAP Spacy crew. However, Zero managed to escape them after killing Jack and Robot Zoffy.
Glitter Ultraman
- Glitter Ultraman
- Appeareance : Superior Ultraman 8 Brothers
- Ultraman's glitter Mode only appeared in the climax of the Superior Ultraman 8 Brothers film. After the eight Ultramen defeated the Giga Chimera, the dark wizard appeared.
- The eight all went into Glitter mode and combined their beam attacks to destroy the dark spectre. It was only used by an alternate Ultraman and is not considered canon in the Showa continuity.
- Abilities:
- Glitter Specium Ray : The same as his Showa counterpart but enhanced by the fact he was in glitter mode.
- Superior Myth Blaster : A combination move of all 8 Ultra Brothers signature beams.
Ultraman Spark Doll
- Main Articles : Ultraman Spark Doll / Dark Ultraman Spark Doll
- Ultraman became a Spark Doll in the conclusion of the Dark Spark War due to the Darkness Spark's powers. He was likely kept in Dark Lugiel's collection along with Ultraseven, and were eventually given to Alien Nackle Gray, who passed them onto Seiichiro Isurugi, Misuzu's father.
- After Dark Lugiel's defeat, Ultraman's Spark Doll is likely to have reverted back to its original form and departs Earth to return home.
Ultraman Fusion Card
- Ultraman Fusion Card
- Ultraman Fusion Card are a series of cards that allow Ultraman Orb to change forms based on the two cards he uses in his Orb Ring.
- When not in use, he stores them in his Ultra Fusion Card Holder.
Ultraman Cyber Card
- Ultraman Cyber Card
- Ultraman Cyber Card are cards manufactured by XIO in Ultraman X. Daichi Ozora frequently uses them for Ultraman X to gain power/armor from various Kaiju, Seijin and Ultras. Created by the lab team in Xio's Research and Development section, the Cyber Cards contain Cyber Monsters, digital monsters that made based on Spark Dolls.