Double posting just to put down some combo stuff. If i can actually get decent at this maybe i'll compile it all so we have a goro combo list.
Meter: M for Meter K for Kameo meter.
K for kameo in combos.
With Goro:
Low starer, 348, hit conformable, 1M1K
b34, dK, j21, landing clone, j21 xx M dive kick, 3 xx slide
Notes: Seems like a really good combo to setup/learn since you can mix it up with b3 xx bK to have a pseduo overhead/low mixup (since goro will grab them if they're crouching). I suspect better players will just stand block once they see goro, as even calling K/fK will leave them safe, but you can also wind up super plus (nooot that sub's got a ton to do with that right now).
Armored low starter, ??, 1M1K??:
M slide, K, j21, ???
Notes: MB slide into combo seems like a great idea in theory, but i'm having a hell of a time routing this. I'm sure doing j12 is probably easier to land and figure out, but I'd like to see what damage he can squeeze from this since he needs what he can get.
Mid starter, 185, 1K:
f12 xx fK
Worth noting just because it's the only way i've found for sub to combo into punch walk. You're probably going to be better off most matchups doing bK instead since it'll give more damage, but if you want to get them the fuck away from you to setup your anemic zoning game (vs cage/baraka) it's not a bad option, and goro's meter recharges faster this way.
Todo: route the M slide and the bK combos. See about stomp setups (i know clockwork has at least one. Looks like slide ending in corner with the stomp call while slide is still ending, then yolo overhead?).
Notes on the 37% 1 bar combo generic:
Example (not my twitter):
Overhead starter, 1M:
b2, b2, j21, landing clone, j21 xx M dive kick, dash, 3 xx slide.
So naturally not only is sub weak in other areas, but his "best" 1M bnb is a bitch of combo to get down with a bunch of room for fucking up. After spending some time on it, some things I wish I knew, broken into sections-
1. b2, b2:
You need to hesitate slightly between both of these, but if you're having trouble getting that timing, you CAN land the rest of the combo with only a single b2.
2. b2, j21:
Start holding up+forward to jump BEFORE the b2 animation finishes so you jump as early as possible. Further you'll want to try and hit the j21 quite early. I swear to god this eats my inputs all the time but that's another fiasco.
3. j21, landing clone:
Wait until you're clear of the j21 cancel window so you don't do it in the air, but you still want to enter the clone command BEFORE you hit the ground so, again, it comes out super early.
4. landing clone, j21 xx M dive kick:
The vid shows the ideal height for this to hit at, but you'd be surprised how much lower you can technically land the j21 xx M dive kick. That said, something to be said for not being greedy. If you think it's too low you can swap into j3 xx slide for less damage, but at least get something.
5. M dive kick, dash, 3 xx slide:
Just note the dash in there. You can buffer the dash while the dive kick animation is playing and push 3 basically as soon as possible and get it all, but if you just try to walk forward you're super likely to whiff the slide and eat shit for it.
6. Adding a more realistic starter (like 21 xx M vapors) makes it 2M1K for 330ish (i haven't tested in a bit).
So yeah...good luck.