I disagree with the idea that fast pokes and a single fast normal make a character "not slow"; Goro basically needs to be touching you to make use of any of his pokes or b1, and in the context of the rest of the kast where everyone and their mom has 10 frame full screen advancing normals with no gaps into either 50/50s or plus frames or both, Goro is lacking in comparison.
I also think Goro lacks decent "down the road" options for when people know how to get out of his shenanigans. Once you know your opponent will interrupt you, what is your counter to it? Is there anything reliable? Anything that doesn't require a risk? Why are we doing so much worrying when it's our turn to pressure? These types of problems are the fundamental issues with the kharacter.
This a great "lay of the land" guide but I feel it is too optimistic in terms of Goro's viability.
You're welcome to disagree, but regardless, it doesn't change the reality of the frames, which are independent of how I or anyone else feel about him as a character. When you have people parading around saying "he's so slow, he cannot get out of pressure or apply pressure", this is what we call being disingenuous and dishonest. If you cannot get out of pressure or reverse pressure and start your own with a 6 frame down 1 or down 3, one of which is so plus that you get a free throw, blockstring or other mix up for example. Then there's a two hit, safe advancing armor special that launches for full combo. Those three things alone make it that if you're having problems in that area, it's not Goro or the game, it's you.
Who has low pokes that don't require the opponent to be relatively close to hit someone with? I would like a full list that encompasses more than one or two exceptions.
Goro's has decent speed ranged normals like forward 3, which is a 16 frames footise normal that leads to over 30%. It gets you into striking distance to harass people with things like back 1 and his fast low pokes including down 4, which I didn't mention in my reply to you yet, but is superb for speed at 9 frames and guarantees another forward 3 on hit to keep harassing people.
13 frame low with decent range, 16 frame advancing mid with really good range, back 1, 9 frame launcher and plus frames, superb low poke combination for speed, frames and advantage. You don't need a million fast normals to not be slow. Most characters rely on only a couple normals and strings anyway and Goro is no different.
I don't have any idea what you mean when you say once your opponent interrupts you, what your counter is? It's not like we don't have armor out the ass, lots of plus frame normals, great pokes or anything to check people from interrupting us. And most of his stuff doesn't have gaps so I also really don't get what you're trying to get at honestly.
We're playing a fighting game, any character that never has to take a risk to keep their game going is probably poorly designed or too good. When I play Kitana, Cage, Tanya or Sonya there was risk, nothing is 100% guaranteed so that's kind of a well, this is what we signed up for.
I worry when it's my turn to pressure with anyone I play because pressure shouldn't be guaranteed for free with no thought process behind it. If you're just mindlessly pressuring and don't have to fear anything from your opponent making a read and retaliating, there's probably something wrong with the character design.
Unless you could be more specific, I'm not seeing what the issue is you're arguing.
I have not argued his viability, just like I wouldn't argue most character's viability yet. I stuck to objective and candid analysis over anything else because that's what matters not people upplaying or downplaying cause they can.
I'm open to being wrong, but nothing thus far has been presented to assert in a credible way that I am incorrect about any of my Goro positive or negative points.