Table of Contents
|Ki Restore Speed||
|Arts Cards Held|
Where to Obtain
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. However, his Super Saiyan Tag still makes him effective at low-level PVP.
Get Out of Jail Free Card
The reason SP SSJ Goku GRN has lasted as long as he has 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.
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.
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SP Ultimate Gohan GRN makes him synergize more with this Team, SP SSJ Goku GRN is not a strong option here due to how outdated he is.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.
This Should Be Fun!
|Equip Condition||Android #17, Saiyan|
|Base Blast Attack UP||6% - 15%|
|Base Health UP||5% - 12.5%|
|Damage to Hybrid Saiyan UP||6% - 15%|
SP SSJ Goku GRN is a well-rounded Support Fighter with a slight lean towards Blast Damage. This Equip gives him the what he needs and a little bit more Health to improve with his durability.
Becoming Super Saiyan
|Equip Condition||Super Saiyan, Fusion Warrior|
|Base Strike Defense UP||6% - 15%|
|Base Blast Attack UP||8% - 20%|
|Base Ki Restore Speed UP||1% - 7%|
Strike Defense is always appreciated in this Meta, and SP SSJ Goku GRN gains yet another Equip that helps with his Blast Damage.
No, You're Gonna Die!
|Base Blast Defense UP||5% - 13%|
|Base Blast Attack UP||5% - 13%|
|Special Move Damage UP||2.5% - 10%|
This Equip is absolutely perfect for him. Every Buff it gives, he can utilize.
|The Hopes of All|
+1 to amount Cover: Rescue can be used. Draw Special Move Arts Card next. +30% to own Blast damage for 15 timer counts. Requirements: 25 timer counts must elapse.
Absorbs damage received when changing cover for the first time. +5 to own substitution count when activated.
|Assist (Gohan): Strike Atk UP|
+20% to Strike damage of allied "Character: Gohan" for 10 timer counts when this character returns standby.Character(s) Affected
+19% to Element: GRN base Strike & Blast Attack during battle.
+22% to Element: GRN base Strike & Blast Attack during battle.
+24% to Element: GRN base Strike & Blast Attack during battle.
+25% to Element: GRN base Strike & Blast Attack during battle.
|Instant Transmission Kamehameha|
Deals major Impact damage. Counter will activate upon enemy attack while in fighting pose. Once the counter is activated, your Vanishing Gauge will be reduced to zero. 20% chance to inflict Faint on hit.
|Unlock Ki: Form of Attack|
+20% to own Blast damage for 15 timer counts. +20% to own Ki Recovery for 20 timer counts.
Soul Boost Stats
|Strike Art Level||2||3||4||5||5|
|Blast Art Level||2||3||4||5||5|
|Special Art Level||1||1||2||2||2|
|Extra Art Level||1||1||2||2||2|