Dragon Fangs Goro
1. 50/50 mix ups and pressure (2/5) – Midscreen, his only real mixup is down poke/B3 into Punch walk/Fang spin or command grab, which ticks off of those pokes only (and has a tendency to whiff somewhat frequently). The downside is they can get hit by the poke and still block the punch walk/spin but if you command grab you eat a full combo. And if you land a command grab, it throws them across the screen, which really sucks given Goro's horrible mobility. In fact, everything Goro has except for sweep and 214 sends the opponent full screen. Strings and specials. You can get back in by dashing, but there isn't enough time to do anything meaningful. Also, the opponent can backdash after a command grab and not have to worry about the (extremely weak) follow up pressure after.
In the corner, he has a legit 50/50 and gets good damage from 1 bar. Still he has to use a bar or, just like midscreen, he isn't breaking 30% unless you do impractical combos.
2. Neutral game and footsies (2/5) – Goro has awesome pokes for the most part. F3 is a bit slow at 16f but the range is very good and with good spacing, it's powerful. Same for F4, which is a bit harder to use at 20f, but it's an overhead and +2 on block, which gives you a free D1/command grab attempt. The big problem is that he has no strings, so you have to be really precise with your button presses or you get blown up hard for whiffing. He has two mid starters. B1 and F2. B1 has very little range and the second hit of it often whiffs for no reason. The third hit on the launching string (his ONLY launching string) has a gap big enough to be armored through, or even jumped out of IIRC. The slow startup also means it, like the second hit, misses a lot. F2 starts up in 22 frames so it's just not useful in the neutral. None of the F2 strings launch and all the enders send the opponent full screen on hit.
As far as AA, he has none without meter except for a REALLY hard read on a crossover jump where he can do U1/U2 for a full combo.
3. Defensive options (4/5) – EX fang spin, EX punch walk and EX stomp make him a big ass wall. In the other variations, you have to AA with EX stomp or EX punch walk, which are servicable, but punch walk has a weird hitbox so they fall out a lot on AA, and EX stomp makes you use a bar that Goro needs to do anything meaningful for just 14% damage. But fang spin lets you AA horizontal jump ins and convert into full combo. (It's actually the ONLY reason I even use this variation). If Goro has meter, the opponent (if they are capable) is advised to switch to zoning, which Goro struggles with. If they have to go in, it's usually only a matter of time before they eat an EX spin or punch walk.
If you know your frame data, you can always halt people's offense with D1. It's 6f and has a lot of reach in dragon fangs. Also, people with poorly spaced jump ins get blown up hard by sweep. It's really good at 9f and one the only knockdowns Goro has that doesn't send the opponent full screen.
4. Zoning and anti-zoning (1/5) – Not much to say here. He technically has a projectile but it's horrible. You can't zone anyone out with that; it's just a check. He has nothing much for anti zoning. EX stomp is decent but many chars can throw a projectile and still move out of the way. And even if EX stomp lands, you get no combo or oki off of it; the situation is reset.
5. Damage output (4/5)– Dragon Fangs consistently gets 35%+ anywhere on screen for 1 bar. In the corner, his 50/50s are fast and both lead to the same damage so it's not a situation where you can just block the option that's most damaging. He struggles to break 20% meterless though as he only has one launching string and it's very bad.
Final score: 13/25