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SP Super Saiyan 4 Goku (Purple)

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Table of Contents

Character Tier
1

DBL19-05S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,334,121
Strike ATK 250,084
Blast ATK 216,399
Strike DEF 154,617
Blast DEF 156,169
Critical
1,416
Ki Restore Speed
2,527

Character Info

Battle Style
Melee
Arts Cards Held
Tags

Overview

Goku is here to throw down, and he’s pretty strong this time around. SP Super Saiyan 4 Goku PUR is a ferocious melee Fighter with a peerless toolkit that only becomes more intimidating as the match drags on. 

What sets Goku apart from the dime-a-dozen Strike-Attack specialists in the Meta is his phenomenal Defensive flexibility, which manifests as a 10% Heal and a significant Sustained Damage Cut Buff that triggers whenever he enters combat.

Overall, his multi-faceted toolkit that lets him excel in every stage of the match, he'll continue to make waves as the seasons progress on a variety of Tag Teams.

Strengths

Grand Tour De Force

SP Super Saiyan 4 Goku PUR’s Melee combat abilities are excellent, but what truly sets him apart is his bulk. Goku restores his Health by 10% and reduces all Damage Taken by 35% for 15 Timer Counts whenever he enters combat, letting him moonlight as a Cover-change Tank.

His high Defensive Stats compliment this utility beautifully. He’s one of the toughest Fighters to take down.

Draconic Fist

The awkwardly named “Super Bombardment Fist” is far more threatening than its generic name suggests. Not only does its acquisition via Goku’s Main Ability come part and parcel with the Ki Required to use it and a sizable Damage Buff, the move itself also fully negates enemy Cover Change Damage Reduction Effects.

Even if the enemy does Switch in to tank Goku’s attack, they will be forced to take the full brunt of the blow and Goku will restore 30 Ki for free. 

To the Last

Goku does not become significantly worse when he doesn’t have Allies to defend, far from it actually. After 40 Timer Counts have elapsed, Goku’s Damage flies through the stratosphere thanks to his non-cancellable Offensive Buffs to both Inflicted Damage and Strike Arts Cost. 

These Buffs could be enough to give him the edge in Crisis scenarios - which is fantastic Utility for a Defensive Fighter to have. 

You're Locked in Here with Me

SP Super Saiyan 4 Goku PUR's incredible Special Move Arts Card lets him lock his opponent in place, preventing them from switching, which is an incredibly useful ability.

He can switch in during an Ally's combo and use the move to finish off the foe before they have time to flee, or use it to punctuate his own combos to ensure maximum unmitigated Damage.

Unfortunately, this Special Arts freezes Goku in place as well - this Arts Card has longer recovery than other Special Move Arts, so it must be used with caution. 

Weaknesses

Packed the Vaccine, not the Cure

Goku’s Special Arts Card gives him a decent Strike Damage Buff and negates all Debuffs and Status Ailments for 20 Timer Counts. This is beneficial and worth using when it's available, but it does nothing against Debuffs or Abnormal Conditions he has already incurred.

As a Fighter with Defensive Utility, he would much rather have the ability to cure his Ailments, not prevent them, because he won’t have time to activate it if he gets afflicted with Debuffs or Ailments during Combos he Switches in to Tank.  

A Chance, but not Much of One

As a Crisis Fighter, SP SSJ4 Goku can compete for a time, but when his Sustained Damage Cut and Damage Inflicted Buffs run out, all he has to rely on to win the day are his permanent Inflicted Damage Buffs and his Strike Arts Discount.

Neither of these  are comparable to the rest of the game's roster of Crisis Fighters, who perform the role infinitely better. 

Team Synergy

GT

SP Super Saiyan 4 Goku PUR is a mandatory inclusion on any serious GT Tag Team. Goku makes an amazing pair with his Super Saiyan 4 Counterpart, SP Super Saiyan 4 Vegeta RED. SP Omega Shenron RED would be the primary Red for the Tag however, as he doesn’t discriminate in his Attack. The two simply form a devastating, suffocating Offensive duo.

Goku’s Ability to account for Vegeta’s lack of Bulk gives the Team a strong core and excellent cohesion. Alternatively, SP Omega Shenron RED is just a freakish Damage dealer, especially if he's managed to store some Dragon Balls.

The third candidate to consider to round out this trio is SP Super Baby 2 BLU, whose Support allows Goku to Heal disgusting amounts of HP as the match progresses. 

SP Syn Shenron YEL adds significant Defense to the Team via his Endurance and high base Defensive stats.


SP SSJ4 Goku GRN is essentially the Blast variation of SP SSJ4 Goku PUR. While the two don’t necessarily synergize due to this, their Damage output and deceptive durability give the Team plenty of pivots to choose from.

Son Family

The Simian Saiyan fits the Son Family Team fantastically well, though his Strike-oriented playstyle conflicts with some of the Tag’s best. That being said, the fact that he is more Strike-based makes him an ideal partner for SP Super Saiyan Gohan YEL, who appreciates Goku’s held Strike Cards.

SP Saiyan Saga Goku BLU or SP Angry Goku BLU round out this Team's fantastic core with Support and Crisis Utility. The stacking Buffs of Saiyan Saga Goku in particular are a great boon to the ascended Saiyan, as he can use them to perform even better as a Crisis Fighter.

Saiyan

SP Super Saiyan 4 Goku PUR finds himself in an interesting spot as the strongest Purple Saiyan Fighter here, barely edging out SP Super Vegito PUR. Vegito and Goku are somewhat interchangeable, but Goku fits the Team better thanks to his increased Defenses. 

The aforementioned SP SSJ4 Vegeta RED is a great pick for this Tag, but an even stronger choice is
SP Kakarot Goku RED, who's Z-Ability buffs Health of Goku variants and draws a Special Move arts card, which SP SSJ4 Goku PUR can use to control the flow of combat.

SP Youth Goku YEL at Zenkai 7 is among one of the best Fighters in the entire game, and is their primary Yellow.

SP SSJ4 Goku GRN and  SP Saiyan Saga Goku BLU fill out the rest of the core, with the former simply providing raw Damage and the latter giving the Team amazing Support capabilities.

Equippable Items

Main Ability

You've Gone Too Far

Draw the Ultimate Arts Card "Super Bombardment Fist" next.
Restores own Ki by 50.
+25% to damage inflicted for 20 timer counts.

Requirements: 25 timer counts must elapse.

Unique Ability

I'm Stronger Now

Applies the following effects to self when this character enters the battlefield:

+50% to damage inflicted for 20 timer counts.
Reduces damage received by 35% for 15 timer counts.
Restores health by 10%.

You Can't Win Against Me

Restores own Ki by 30 every time when faced with an enemy.

Applies the following effects to self depending on the number of timer counts elapsed from battle start:

20 counts elapsed: -5 to Strike Arts cost (cannot be cancelled).
40 counts elapsed: +35% to damage inflicted (cannot be cancelled).

Z Ability

1
+22% to "Tag: GT" base Strike Attack during battle. Character(s) Affected
2
+28% to "Tag: GT" or "Tag: Son Family" base Strike Attack during battle. Character(s) Affected
3
+35% to "Tag: GT" or "Tag: Son Family" base Strike Attack during battle. Character(s) Affected
4
+38% to "Tag: GT" or "Tag: Son Family" base Strike Attack during battle. Character(s) Affected

Special

10x Kamehameha

Deals massive Impact damage.
Inflicts all enemies with "No Switching" for 3 timer counts upon activation.
Inflicts enemy with Attribute Downgrade "+20% to Strike Damage Received" for 15 timer counts on hit.


Cost 50

Extra

Roaring Evolution

+20% to Strike damage inflicted for 20 timer counts.
Nullifies own Attribute Downgrades and Abnormal Conditions for 20 timer counts.


Cost 15

Ultimate Special

Super Bombardment Fist

Deals massive Impact damage.
Applies the following effects to self upon activation:

+30% to Ultimate damage inflicted for 3 timer counts.
Gain Attribute Upgrade "-100% to enemy's 'Sustained Damage CUT' effects" for 3 timer counts.


Cost 20

Resistance

Slice
97
Pierce
100
Impact
99
Explode
104

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21644 44820 79129 122125 176353 246153 326717
Strike Attack 1849 3829 6760 10441 15081 21053 27949
Blast Attack 1839 3808 6726 10386 15002 20942 27803
Strike Defense 1542 3190 5635 8698 12562 17538 23286
Blast Defense 1521 3155 5574 8605 12431 17358 23046
Critical 160 352 642 964 1318 1688 2068
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