Thanks for all the work you're doing this, and sorry, I should have been more specific. You can combo Slide using Tremor, but you have to call Tremor first, which telegraphs the Slide. Also, because you have to call Tremor first, you can't use it on wakeup. And since Tremor is locked, you can't do it anywhere on screen. 25% is good off of slide though, since there's heavy damage scaling on armored combo starters. So, if you're playing Tremor, worthwhile to throw out sometimes sure!
As for the combo on B2 and B3, totally hear you about the gap not making that version real against some characters, and Crystalline armor being better. That armor has some unique uses and safety, but I don't think it will change his overall game plan too much.
Lastly, for Sonya and what she gives him, I'll go from what I see as most important to least:
- Armored launcher anywhere on screen. Goro and Scorpion give the same, but Goro is slow to recover and Scorpion can hit weird and net you less damage. All the usual uses for armored lanchers: wakeup, anti-zone, comboable mixes off of 12 and 21, and steal your turn back when you're not too negative, like off of the B3 starter string.
- Hit confirmable combos off of F1, 3, and B3 meterless (i.e. no Sub meter).
- More damage on combos. Not as much as Sareena but close. Also, you can extend combos you normally can't like when divekick ground bounces, netting you WAY more damage than you'd usually get.
- Air coverage when zoning. Other assist give this some, but Sonya covers the whole sky, stopping someone from jumping on you and even letting you combo after in some instances.
- A quick recharge full screen projectile to mix up your zoning with. Can also be held to let you approach.
- Shot at the end of strings to make you plus that quickly recharges. It's a high though so can be ducked, and can also be poked out of because the shot isn't as immediate as Low Hat.
- A reversal. It's the worst in the game because it's the slowest, but it still can blow up some non-upblock gaps when you don't have meter (e.g. Liu's kick).
- Meterless side switch combos or metered side switch with Enhanced Slide, depending on your starter string. For example, if you can hit confirm 2 into Sonya Leg Grab you get the switch, but if you do 21 you need to go into Slide to side switch.
Also, at least to me, it's important to consider what Sub can already do so you're not doubling up with a Kameo. He can already armor break on opponent's wakeup, reset on a grounded string with Deadly Vapors, and make B2 safe (with optimal hit confirm reactions).
Don't get me wrong, I see some very good utility with Tremor:
- Comboing off of throw.
- Resets.
- Safety with armor.
- Good meterless damage on your combos.
- Ending strings with a pushback move that resets neutral.
- Interesting projectiles to help with zoning.
So I can certainly see a Sub main choosing to dig into Tremor as their Kameo of choice, and I hope to see more of them in tournament! For me though I know if I hop around too much I won't become as proficient as I could with one, and I also found some of the Tremor calls inconsistent. Since his stance switch is an ambush, the game would often register that if it didn't judge my timing right on calling it with the string. That level of inconsistency can lose you rounds in tournament, and while it can certainly be learned, I'd rather use that time to perfect my current combo.
Oh, and his best damage combo is normally going to come from B2 or F12 without freezes and using 21 in the air. With Sonya, F12, you're getting around 38% for one bar of each, which is a bit under the 40ish you'd get with Sareena for one Kameo bar and no bar from Sub. Last I tested, Tremor was around 36% for one Kameo bar, so good damage.