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SP Super Saiyan Goku (Green)

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Table of Contents

Character Tier
5

DBL04-01S

Character Stats

Soul Boost
Advanced
Power Level
HP 2,193,545
Strike ATK 165,322
Blast ATK 203,211
Strike DEF 129,342
Blast DEF 126,774
Critical
930
Ki Restore Speed
2,539

Character Info

Battle Style
Support
Arts Cards Held
Tags
Nicknames
IT Goku,

Overview

SP SSJ Goku GRN is based on the time he fought against SP PF Cell RED at the start of the Cell Games, and he’s brought along his infamous Instant Transmission Kamehameha.

While some of his moves are still unique, they are not game-changing anymore due to power creep. His Z-Ability does make him a good bench for Green Color Counter Teams.

Strengths

Get Out of Jail Free Card

The reason SP SSJ Goku GRN  lasted as long as he did is due to his Cover Unique Ability. This move nullifies any Damage when this Fighter is cover-switched into a Combo.

While this can only be used once at first, activating his Main gives him another. He can stop a simple Combo and even save a Teammate from a Rising Rush in certain situations, giving him a huge momentum swing.

Extra Special Move

His Special Move is still one of the most annoying moves in the game due to how it can counter Enemy moves while simultaneously inflicting Damage.

It should be noted that this its Damage output is not that great anymore, and it can only really shine in Teams that can Boost his Offense, like Super Saiyan.

Weaknesses

Synergy Problems

While the Super Saiyan Tag is his best option, he doesn’t synergize well with its Team Builds. His Z-Abilities Boosts Green Fighters and his Assist specifically Boosts Gohan, neither of which are common among Super Saiyans.

Power Crept

His stats have not aged well and with the multitude of powerful Fighters coming out, SP SSJ Goku GRN cannot afford to take many--if any--hits whatsoever. While he used to do very high Blast Damage, this is no longer as impressive.

His Strike Attack, which was a weak point from the beginning, is almost completely irrelevant now.

Team Synergy

Super Saiyan

This is the only Team where he can be a relevant Offensive Fighters, thanks to SP SSJ Bardock BLU’s Damage Buff, which makes his unique Special Move a force to be reckoned with.

However, that’s about it for him here since none of his Abilities synergize with the other Fighters of this Tag other than SP SSJ Gohan YEL (who isn’t a popular choice anyway) and his awful Defenses make him really easy to defeat in general.

For these reasons, there are plenty of Fighters that can do better than him in this Team.

Green Color Counter

While the addition of SP Ultimate Gohan GRN makes him synergize more with this Team, SP SSJ Goku GRN is not a strong option here due to how outdated he is. He should be considered as a last resort Fighter in most Team Builds, but he’s a great option for the bench.

Equippable Items

Main Ability

The Hopes of All

+1 to amount "Cover: Rescue" can be used.
Draw a Special Move Arts Card next.
+30% to Blast damage inflicted for 15 timer counts.

Requirements: 25 timer counts must elapse.

Unique Ability

Cover: Rescue

Receive zero damage when changing cover for the first time (Available during assists).
+5 to own substitution count when activated.

Assist (Gohan): Strike Atk UP

+20% to Strike damage inflicted by allied "Character: Gohan" for 10 timer counts when this character is switched to standby.

Character(s) Affected
Turban Medal (Gold) +1

+1 to Turban Medals (Gold) dropped during the Legends Road - Fused with Kami Piccolo - Event.
Active Period:<conv-datetime="2020/02/19 15:00"> - <conv-datetime="2020/03/04 15:00">

Z Ability

1
+19% to Element: GRN base Strike & Blast Attack during battle. Character(s) Affected
2
+22% to Element: GRN base Strike & Blast Attack during battle. Character(s) Affected
3
+24% to Element: GRN base Strike & Blast Attack during battle. Character(s) Affected
4
+25% to Element: GRN base Strike & Blast Attack during battle. Character(s) Affected

Special

Instant Transmission Kamehameha

Deals major Impact damage.
Counter will activate upon enemy attack while in fighting pose, excluding Rising Rush.
Reduces own Vanishing Gauge to 0 once the counter is activated.
20% chance to inflict Faint on hit.


Cost 50

Extra

Unlock Ki: Form of Attack

+20% to Blast damage inflicted for 15 timer counts.
+20% to own Ki Recovery for 20 timer counts.


Cost 15

Resistance

Slice
95
Pierce
101
Impact
105
Explode
99

Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 21216 43936 77568 119716 172872 241292 320264
Strike Attack 1807 3741 6605 10194 14722 20550 27284
Blast Attack 1796 3719 6570 10145 14653 20461 27163
Strike Defense 1496 3098 5472 8447 12206 17041 22621
Blast Defense 1454 3010 5313 8200 11846 16540 21956
Critical 138 304 554 832 1138 1458 1786
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
Equipment Slots 1 2 2 2 3 3 3

Recommended Soul Boosts