Contrary to his counterpart SP SSJ3 Goku PUR, this variant starts the Match off with a multitude of Buffs that eventually fade, as opposed to gradually improving as the Match goes on. This is indicative of Goku not being able to handle the Super Saiyan 3 form for very long.
Similar to his Purple variant, however, they are both complete glass cannons. Neither one should be on the receiving end of any kind of Damage.
That being said, SP SSJ3 Goku Red RED is a dangerous Fighter to start off the Match due to his increased Damage output and deck manipulating Unique Ability.
Starting at Full Power
SP SSJ3 Goku RED has 45 timer counts to make his Buffs at the start of the Match really count. These include 40% to Damage inflicted and 30% to Ki Recovery Speed.
These Buffs are further increased by his Main Ability, which only requires 5 timer counts to elapse. When activated, his Damage is increased for every Strike or Blast Arts Card landed for 10 timer counts.
When this Fighter enters the battlefield, his Strike and Blast Arts Card costs are decreased by 5 and his Arts Card draw speed is also increased. Both of these Buffs last for 10 timer counts.
This effectively makes him capable of using the side-step mechanic with little to no drawbacks, further increasing his Damage output.
SP SSJ3 Goku RED has bad Health and even worse Defense, as well as nothing in his toolkit capable of sustaining any kind of Damage whatsoever.
Super Saiyan 3's Toll
While the Damage Buff for the first 45 timer counts is nice, it comes with a huge drawback -- his Ki Recovery Speed is halved for 15 timer counts once the first 45 timer counts have elapsed. If he’s forced to be on the battlefield during this time, his Damage output is severely compromised since his base Ki Recovery Speed stat is already quite low.
Red Color Counter
Due to his dual Z-Ability Buff for Red Fighters, he fits into this Team very nicely. SP SSJ3 Goku RED should be the main focus of any Team he’s put in, and a Red Color Counter Team would have him on the receiving end of many Offensive Buffs.
Despite his Z-Ability not helping Saiyans directly, he can still be put in this Team as the main Damage dealer. He should be Supported by as many Offensive Z-Abilities as possible.
There are two good options here. This one gives him a Boost to both Offensive categories and allows him to obliterate SP FF Frieza YEL very quickly.
However, he does have good Strike Attack and needs Ki Recovery Speed Buffs, making ”You'll Pay!” another great option.
Applies the following effects to self for 30 timer counts. +10% to damage inflicted for 10 timer counts upon landing a Strike Arts hit. +10% to damage inflicted for 10 timer counts upon landing a Blast Arts hit. Requirements: 5 timer counts must elapse.
Starting at Full Power
+40% to damage inflicted & +30% to own Ki Recovery from battle start for 45 timer counts. -50% to own Ki Recovery for 15 timer counts once 45 timer counts elapsed from battle start.
Just try and hit me!
The following effects occur when this character enters the battlefield. -5 to own Strike & Blast Arts cost for 10 timer counts. Increases own Arts Card Draw Speed by 1 level for 10 timer counts.
He also has reduced Blast and Strike Card Costs and a faster draw speed every time he enters the field, and his Main Ability makes him similar to SP Super Gogeta RED and SP SSJ Berserk Kale RED However, SP SSJ3 Goku RED only has stacking Damage Buffs for 30 timer counts.
He has an excellent Z-Ability that Buffs Strike and Blast Attack at all star levels.
SP SSJ3 Goku RED’s toolkit is like the worst combination of SP SSJ3 Goku PUR andSP SSJ Goku YEL. He’s a glass cannon with some fairly powerful Damage Buffs, but his Ki Recovery Speed is terrible for a Ranged Fighter. Even though it’s increased by 30% for the first 45 timer counts, once that wears off his Ki Recovery Speed is halved for 15 timer counts. This makes him nearly unusable when there are so many better RedSaiyan options out there.