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.
Even though this Fighter has fallen from grace due to power creep as well as his Z-Ability Buffing Green Fighters instead of Saiyans, he still brings two game-changing tricks to the Match that can still swing momentum in his Team’s favor.
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
Instant Transmission Kamehameha is one of the better Special Moves in the game and with good reason.
Not only does it have a 20% chance to inflict Faint, but it counters Enemy Attacks when they are en route. SP SSJ Goku GRN is essentially impervious to Blast Attacks and Special Moves when he has this readily available.
While Strike canceling can be tricky to work around, it still puts a ton of pressure on the Enemy Fighter to work around him as well.
While the Gohan variant Assist Unique Ability is extremely helpful, it also limits the number of viable Team Builds available, especially when building a Color Counter Team.
This also conflicts with his Z-Ability, which is already limiting within the current PVP Meta.
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.
While it’s a bit of a given, this Team Build is geared towards mixing Melee and Ranged Fighters and SP SSJ Goku GRN is here to make that combination even more effective through Buffs that improve Strike and Blast Attacks and control over the Combat Loop to negate potential countering from the Enemy.
He's no longer the only Tanking option for Saiyans, but he's a great Green fill for Players who don't have better options like SP Vegeta GRN.
Green Color Counter
A Color Counter Team doesn’t necessarily limit this Fighter to Saiyan Teammates, which opens him up to so many options. This Team is also compatible with his secondary Unique Ability.
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.
His ‘Cover’ and Main Ability allow him to break Combos and reset the Combat Loop but this Ability is no longer a PVP game-changer.
He’s able to steal priority from almost any Attack using his Special Move, as well as have a chance to inflict Faint on an Enemy.
But while his toolkit is no longer as impressive and SP SSJ Goku GRN has been power-crept. His stats are not great and his all Damage modifiers are non-existent to the point that he’s too weak to both take hits or dish them out against the newer Tanking Fighters.
He’s also burdened by his Z-Ability not being Saiyan and now his biggest attributes have fallen victim to a new Meta that makes them obsolete in most cases.