SP Goku (Green)

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Table of Contents

Character Tier


Character Stats

Soul Boost
Power Level
HP 2,460,701
Strike ATK 233,886
Blast ATK 238,597
Strike DEF 158,894
Blast DEF 159,685
Ki Restore Speed

Character Info

Battle Style
Arts Cards Held


This Goku variant is from the Super Android 13 film, and like most Goku variants from the movies, he has an indomitable fighting spirit, can take visceral amounts of punishment, and finishes off his enemies with one final blow.

 Simply put, SP Goku GRN is incredibly durable, and the longer the Match goes on, the higher his Damage potential becomes. He’ll receive his first permanent Damage Inflicted Buff after 45 timer counts have passed, with additional Buffs conferred onto him per defeated Teammate.

His Extra Move also nullifies various forms of Attacks, and gives him a Damage inflicted Buff as well as fully restoring his Vanish Gauge if used successfully. The real highlight of his Toolkit is his Main Ability, which packages a tremendous Heal with one of the most Damaging Ultimate Arts in the game. 

All in all, SP Goku GRN has an excellent all around toolkit that truly excels in the later stages of the game. 


Miraculous Strike

From his first Unique Ability, he receives 20% Sustained Damage Cut after 15 timer counts have elapsed, 50% Ultimate Move Damage after 30 timer counts have elapsed, and 50% Damage inflicted after 45 timer counts have elapsed. 

This also gives him a massive 50% Damage inflicted Buff to the Android Tag, which will almost certainly come in handy considering SP Super 13 RED, SP Perfect Cell YELSP Android #21 BLU, and SP Evil Android #21 PUR are all incredibly common. 

Reliable Crisis

Normally Crisis can be a bit unreliable and dangerous to try to utilize, but SP Goku GRN receives a massive 35% Damage inflicted Buff for every downed Teammate.

This makes him terrifying in Last Man Standing situations, but it doesn’t even have to get to that point for him to score some meaningful Buffs . With this utility working in tandem with his time-dependent Damage Buffs, SP Goku GRN establishes himself as one of the strongest mid to late-game Fighters in the meta. 


His Main Ability Heals him by 35%, and draws him his Ultimate Arts Card, Spirit Bomb Absorption.

This already does Massive Damage on it’s own, but becomes a nuclear bomb after Goku receives the aforementioned Ultimate Move Damage Buff, which requires a mere 30 timer counts to pass. He also gets an additional 50% to his Ultimate Move Damage simply for using the card.

His Special Move, Energy Meteor, also provides an effect that can turn the game completely around. This has a 50% chance to completely remove Enemy Attribute Upgrades on hit. This can almost completely invalidate some Fighters that rely on these Buffs to function to the best of their abilities.

Far From Just A Defensive Stance

Goku's Extra Arts Card, the Defensive Stance, lets him nullify any Arts Card and instantly restore his Vanishing Gauge.

It even comes with a free Inflicted Damage Buff on activation and pushes his foe back to long range is a card is successfully nullified. This is unquestionably one of the best Extra Arts Cards in the game and getting maximum value out of it multiple times almost guarantees a game win. 


Wipe-able Buffs

Opposing SP Goku GRN’s as well as a few other Fighters pose a significant threat to him, as anything that can remove Attribute Upgrades will rob SP Goku GRN of his precious and hard earned Buffs, rendering him significantly less powerful. 

Very notably, the popular SP Super Vegito PUR poses an enormous threat to him, as if he simply clicks his Main Ability, he will remove all of SP Goku GRN’s Buffs - Offensive and Defensive - and subsequently destroy him with his brutal Spirit Sword.

Cover penalty

He does come with Cover, taking significantly reduced Damage when switched into a Combo, but does add +2 to his own substitution count when activated, which can be a big drawback if he’s desperately needed on the battlefield.

Lackluster Z-Ability

For such a powerful Fighter, it’s a bit disappointing his Z-Ability only Buffs Blast Defense for Sagas From the Movies or Green Fighters. Not only would a dual Z-Ability have been appreciated, but better Son Family synergy would’ve been a nice touch as well. 

Slow Burner

Because Goku's Damage Buffs need time to kick in, he's not much of an Offensive or Defensive Pivot for the majority of the early game.

He thrives on Defensive Teams that give him time to build up his passive Buffs by stalling the game. He's very susceptible to rush-down and hyper-Offense Teams that don't let him stabilize. 

Team Synergy

Sagas From the Movies

SP Goku GRN is one of this Team's best Defensive options, and thanks to its plethora of Support Fighters, he can function incredibly well on it. SP Hero Tapion RED and SP Full Power Boujack PUR give him some leeway in the Offensive department, allowing him to work as an Offensive Pivot even before his passive has time to build. 

While the ubiquity of Purple Fighters is a problem for Goku, it just so happens that his son that he shares this Tag with is the most powerful Yellow Fighter in the game, SP SSJ Youth Gohan YEL.

Gohan is arguably the strongest counter-pick Fighter in the game thanks to his Switch lock, and can protect Goku from those problematic match-ups. In any case, Goku himself is an excellent Defensive Fighter and a guaranteed core-choice in bouts against Androids. 

Son Family

Even with no Son Family Z-Ability, he still performs excellent here as their main Tank. His Z-Ability will actually still Buff SP SSJ Goten PUR, SP Otherworld Goku YEL, and SP SSJ Teen Gohan BLU, and he goes a very long way defending SP SSJ2 Gohan RED from Blues

SP SSJ4 Goku PUR, SP SSJ Youth Gohan YEL, and SP Angry Goku BLU all represent a changing of the guard for the Son Family Tag, but despite the powercreep they bring to the table, SP Goku GRN can still compete. He makes an excellent anti-Android option, and remains a solid choice in fights against enemies that lack Purple Fighters. 

Equippable Items

Main Ability

Please lend me your energy!

Draw the Ultimate Arts Card "Spirit Bomb Absorption" next. Restores own health by 35%. Requirements: 25 timer counts must elapse.

Unique Ability

Miraculous Strike

+50% to Blast damage inflicted against "Tag: Android". The following effects occur according to the number of timer counts elapsed from battle start: 15 counts elapsed: Reduces damage received by 20%. 30 counts elapsed: +50% to Ultimate damage inflicted. 45 counts elapsed: +50% to damage inflicted.

Unrelenting Fighting Spirit

Reduces damage received by 50% until combo ends when changing cover. +2 to own substitution count when activated. +35% to damage inflicted per defeated battle member.

Z Ability

+24% to "Episode: Sagas From the Movies" or "Element: GRN" base Blast Defense during battle. Character(s) Affected
+26% to "Episode: Sagas From the Movies" or "Element: GRN" base Blast Defense during battle. Character(s) Affected
+33% to "Episode: Sagas From the Movies" or "Element: GRN" base Blast Defense during battle. Character(s) Affected
+35% to "Episode: Sagas From the Movies" or "Element: GRN" base Blast Defense during battle. Character(s) Affected


Energy Meteor

Deals major Impact damage. 50% chance to cancel enemy Attribute Upgrades on hit.

Cost 50


Defensive Stance

+15% to damage inflicted for 15 timer counts upon activation. Nullifies enemy's Tap Attack, Tackle, Tap Shot, Strike Arts and Blast Arts while in fighting pose. Restores own Vanishing Gauge by 100% when enemy attacks are nullified.

Cost 15

Ultimate Special

Spirit Bomb Absorption

Deals massive Impact damage. +50% to Ultimate damage inflicted for 3 timer counts upon activation. *Blast Armor when charging forward.

Cost 20



Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600%
Health 21648 44824 79144 122144 176372 246180 246180
Strike Attack 1807 3741 6605 10194 14722 20550 20550
Blast Attack 1821 3773 6666 10287 14859 20747 20747
Strike Defense 1542 3190 5637 8700 12564 17544 17544
Blast Defense 1549 3204 5660 8737 12623 17628 17628
Critical 146 322 586 880 1204 1542 1542
Strike Art Level 2 3 4 5 5 5 5
Blast Art Level 2 3 4 5 5 5 5
Special Art Level 1 1 2 2 2 2 2
Extra Art Level 1 1 2 2 2 2 2
Ultimate Art Level 1 1 2 2 2 2 2
Equipment Slots 1 2 2 2 3 3 3

Recommended Soul Boosts