short lil combos for when people think jumping is a good idea vs goro's corner game
notation: d1, b12u2, d2, 121 xx grab
d1, b12u2, 4 xx grab
you can very easily confirm which combo to do after catching the opponent with your d1 and seeing how high they are as they're being juggled by b12u2. You can also apply this to the knockdown game, if people try jumping out of the corner. Meaty d1, b12u2, etc. Not ground-breaking or anything and I'm sure there's a way to get more damage, so it's a proof of concept for converting against a jumping opponent.
EDIT: potentially found the max damage non-3d3 starter in the corner for tigrar
notation: starter xx ex punchwalk, u1/2 xx flame breath, 11, 3d3 xx grab
all potential/viable starters do 1% more than the d2 route, except for f3. F3 version does the same damage (40%).