While not being a first Goku variant that is both a Super Saiyan and a Red Fighter, he comes back into the fray better than ever after picking up a new trick from his friends on planet Yardrat. The Instant Transmission Extra Move is a unique and interactive mechanic, making him harder and riskier to play as, yet a rewarding Fighter when used right.
A Little Lesson In Trickery
His Extra Move Arts Card is essentially an additional Vanish, which can save him in a pinch when Vanish Gauge is depleted. This can easily surprise an unsuspecting opponent and potentially mess with their timings and gameplan. While it has a drawback of not being able to switch to an Ally for a short duration, it only matters when getting caught by Enemy right away after using his Extra Move.
Additionally, in similar fashion as SP Super Saiyan God SS Goku BLU, his Main Ability fully restores Vanish Gauge, providing yet another way to dodge Enemy attack, free of charge. The increased Damage Inflicted Buff and Special Move Arts Card Draw is also a nice bonus to top it off.
Either when first entering the playing field, having low Ki after a Combo, or using a Special Move Arts Card, SP Yardrat SSJ Goku RED has multiple ways to Buff his Ki Recovery. This makes it much easier to top off Ki with a quick charge up, and is especially helpful when using techniques such as Side-Step to squeeze more Arts Cards in during a Combo.
One Time Deal
While he reaps great benefits when switched into -- the 60% damage reduction being a highlight -- this can only happen once per Match, meaning that from second switch in onwards, he’s limited to only one Unique Ability for the rest of the Match. This makes sending him out for the first time a more strategic and risky decision, because it can be countered by Enemy quickly switching to a Blue Fighter, putting this Goku in a tough situation, and potentially wasting his prime time.
While a total of 50% Damage Inflicted Buff is nothing to scoff at, the time it requires to get to that point is rather long, thus his Damage potential being rather unreliable. This is especially a hindrance when being switched into during his Team’s Combo, since he doesn’t get any Damage Buffs whatsoever until being out for at least 3 timer counts.
This Goku was clearly made to work in a Super Saiyan Team - his Z Ability buffs this Tag Blast Defense, and his Damage output will greatly benefit from Buffs provided by SP SSJ Bardock BLU. Additionally, being a Red Fighter makes him a great Teammate for SP Super Vegito PUR, since he can protect him from Enemy’s Yellow Fighters.
While his Z Ability also Buffs Legends Road Tag, this Team is still rather mediocre at best and missing last member for a full roster with proper synergy.
This gives him more Special Move Damage, but what’s interesting is the Vanish Gauge Restore Speed considering SP SSJ Yardrat Goku’s Extra Move can be used to evade Enemy Attacks and only reduces his Vanish Gauge by 50%. This means he can fully restore his Vanish Gauge in many scenarios after using an Extra Move.
The last slot ultimately depends on what the Player is looking for. This Boosts both Attack stats, What?!gives Special Move Damage and Vanishing Gauge Restore Speed, Munch! Munch! Hellis for Strike builds and Becoming Super Saiyan! is best for Blast oriented builds.
Draw a Special Move Arts Card next. Restores own Vanishing Gauge by 100%. +20% to damage inflicted for 50 timer counts. Requirements: 15 timer counts must elapse.
A Hero's Return
The following effects occur when this character enters the battlefield (activates once). Draw a Special Arts Card next. Reduces damage received by 60% for 15 timer counts. +30% to own Ki Recovery for 15 timer counts.
Super Saiyan Control
The following effects occur according to the number of timer counts elapsed with current character. 3 counts: +30% to Strike damage inflicted. 6 counts: +30% to Blast damage inflicted. 9 counts: +20% to damage inflicted. Effect resets after character switch. +50% to own Ki Recovery for 5 timer counts if Ki is 30 or lower after using an Arts Card.
+22% to "Tag: Super Saiyan" or "Tag: Legends Road" base Blast Defense during battle.
Deals major Impact damage. +60% to own Ki Recovery for 5 timer counts upon activation.
Evades enemy attacks, excluding certain moves like Rising Rush, and teleports into close range. Reduces own Vanishing Gauge by 50% and inflicts allies with "No Switching" for 3 timer counts upon activation. +5 to own Special Arts cost per use (max +15) (cannot be cancelled).
He’s insanely hard to catch as he Draws An Extra Arts Cardwhich allows him to evade Attacks, and his Main Ability full restores his Vanish Gauge.
His stats and especially his Z-Ability are lackluster.
He’s an extremely versatile and crafty Fighter, but simply has a hard time finding a home in the current Meta. His Z-Ability simply doesn’t bring much to any of his potential Teams, especially considering that theSuper Saiyan Team prefers as much Offense as possible.
The release of SP Android #13 BLU hurts him tremendously, as he’s a popular Blue Fighter with a Damage inflicted Unique Ability against all Goku variants.