Going to sleep right after this but I just tested some things in the corner with Tigrar Fury.
Anyone have any dragon breath pressure options? After dragon breath I think the only good options are the command grab, punchwalk, d1 and d4(both can be xx into punchwalk or command grab) from midscreen
In the corner what can he do after dragon breath. I tried experimenting with diff things but sadly I think most can be poked out of.
The following require Goro to be up close with the opp in the corner.
I tried bf2 d1 d4 xx en db4 d4 bf2 but db4 has no armor( close ground fire) so that's a failure against pokes
then i do
bf2 d1 d4 xxbf2 d4 bf2
is this viable? d1 and d4 to keep opp in check and to prevent them from poking that might stop dragon breath due to slow startup.
dragon breath is +13
d1 5f startup and allows you to do an attack thats less than 9f due to block adv being -5 and cancel is 14f
d4 is 5f and you can pretty much cancel it to anything. When in the corner I use d1 and d4 in succession to keep Goro far away enough to avoid getting poked during dragon breath, but I'm not 100% sure on this. I just thought the idea of doing multiple dragon breaths in the corner is pretty cool haha
I have a few points to highlight in your pressure above. Trust me, I'm not trying to be "that guy" but I do want to make sure that I understand where you are coming from so that we can continue to bounce ideas off of each other!
Firstly, anything is viable as long as it makes sense mathematically and situationally, at least. I will rewrite your strings so that you can see the gaps in them where they can possibly be blown up. As long as you are aware of this and can condition your opponent to know this, then you can get fancy off of the knowledge they have; then the yomi begins. I will highlight "holes" with parentheses on the part of the string that can be poked or armored after.
bf2, (d1), (d4) xx bf2, (d4), (bf2).
Now this is where it gets all mathematical and ish, and if anyone needs to correct this, feel free. I want to make sure that I am posting the correct information. You have 13 frames of advantage off of the bf2 so you are good to go into d1 immediately after. That is a frame trap 100%. You are also allowed to commit to d4 off of the bf2 which is also a frame trap on block. Essentially, +13 frames means your d1 comes out in -8 frames, also meaning your opponent cannot even attempt to attack. In theory, you are able to frame trap the opponent as long as your move comes out in less than 13 frames, HOWEVER, this is very difficult in practice. For example, go to practice with Kung Lao and set reversal mode to Vortex. Bf2 him and try your hardest to get the b3 normal to connect before his reversal attack starts up. I've done it once in about 50 tries. Is it possible? Yes. Is it viable? For some maybe, but for the masses no. This is reaching what is known as the "just frame" area of fighters. If you can do this successfully consistently, then you can pretty much accomplish anything. You have 1 frame of play to get that attack out before Kung Lao can activate armor. That's why it's tough. This is also why an acceptable frame trap for say PL, may not be an acceptable frame trap for me. Skill level plays a major role and some things in games are just plain impossible for humans to pull off. Since you are +13, once you get into the realm of attacks that have between 10-12 frames of start-up, it gets pretty tough to execute. Another example would be take Kung Lao just like the above and reversal set to Vortex. Bf2, b3 then try bf2, 2 and tell me the world of difference you feel. Even though it's possible in theory, doesn't mean it's viable. This is where the mind comes into play.
You have guaranteed pressure off the bf2. The opponent knows this but you have to make them respect it. So, bf2, d1. Do this a couple of times to dictate that you have that guaranteed and they can't move after bf2. Then, and only then, can you get really nasty; bf2, bf2, 21 xx bf2, d4 xx EX Punchwalk. Although this is not a true frame trap, it would be known as a pseudo frame trap. It takes the opponent a couple of frames to make the necessary reaction to punish the bf2, bf2. Even then, they still may not be able to recognize it after one or two loops, depending upon the opponent. Take for example MK9 Johnny Cage. Why did you see people getting "frame trapped" by 2,2,2,2 or 2,1,d3, f3? Pseudo my friend; takes them awhile to recognize what's going on and from then on, they can look for it which leads them to get blown up by something else.
I'm sorry for the wall of text, however, I wanted to be sure that this was understood because you technically can't go from d1 to d4 for free. Go against a great counter poker like Tyrant and see what I mean by that. They are waiting for the poke to come out because generally, they are negative on block or at best neutral. D1 on block is -5, meaning that your d4 will come out AT BEST in 13 frames. That is a HUGE window to punish, therefore, making that variation of your pressure have a pretty large hole. If you want to get that block pressure going, at least minimize your gap time to be safer. I would recommend something like this off of an already landed bf2: 21 xx bf4. Guaranteed, no holes, and safe at the end. Once you condition your opponent, maybe throw in another bf2: 21 xx bf2, 21 xx bf4. You can d1 check at the end of that to see if they jump and if so, convert to full combo d1, 21 xx EX bf4, NJP, 121 xx dbf3 for 33% for a bar or d1, 12, 12, 121 xx dbf3 for 25% no bar. Once they eat that. then they will pretty much be free to d1 xx Punchwalks for forever.