I was going to save some of this for when I got something to record it with, but since I've got it on hand I might as well just post it.
In a similar vein to the above armour breaks, Tremor's db3 lets him set up a tricky-to-block armour break that is also, conceivably, loopable. These are catered to when you have them in the corner and run up to them-- ideally f121xxdb3 as your ender, if you're near there.
With that said, the combo is as follows (and works in all variations and/or stances):
f121 or b32xxdb2u (a db3 hitting beforehand still allows all this to work), njp, f3xxdb3 and repeat. On paper, it's stupid simple; the bolded section is where things got really funky. It's the reason I wasn't confident posting this earlier.
The f3 has to connect as LATE as possible or the db3 won't connect with them on a teched wakeup- it'll still connect otherwise. The timing is, in a word, wonky. With mere minutes of practice, however, it's very doable, just something that those used to very fast setup requirements might find nonplussing.
In short, a teched wakeup is hit simultaneously by the overhead and your string of choice (f121 or b32 again are your best bets here).
A non-teched wakeup is caught by either the tail end of the overhead's extremely long hitbox (plus the 2 in b32) or simply has to stand without reversal into your string (and f121 is plus, if you're going for that).
This was originally tested against Reptile's armoured slide, which is why I assumed it wasn't going to work until I re-timed f3. With that cracked, other wakeups are comparatively easy to beat- their timing is much less demanding. The caveat, however, is that against low-profiling reversals like slides, you're basically committed to b32 as your followup to enable the break and the followup combo. If they do block that, you can hitconfirm and not cancel, but b32 can still be curtains.
Those in the cast who can't get under a followup f121, however, are stuck between blocking and giving you plus frames (still not great for Tremor, but it's something), trying to block a potential simultaneous high-low, or reversal and get armour broken back into the same combo (for around 30% damage, unless I'm mistaken). A nice bonus is that the opponent can't just duck the f1 since the overhead's incoming- if one hits, so does the other, and blocking high just gives Tremor the plus frames unless he opted to go b32 instead.
So it's not exactly a vortex, and the timing's not always forgiving (for some reason Kung Lao's reversal is wonky to time, though not Reptile/Sub-Zero hard-- and some reversals put them in the air, which is another can of worms I have yet to open), but it's still a repeatable armour-cracking setup. The real issue for Tremor here is figuring out what to do with +2 if they block (let alone even getting them to the corner in the first place, at this rate). Again, apologies for not being able to provide video for this.