OK, Ill go through the post piece by piece...
So I see plenty of the community still crying for Goro to get buffs. I've known things about goro but I just decided to really double check some things in practice.
By my understanding this character gets: good damage, a 8f command grab, an unblockable, punchwalk which is -5 and you can hit confirm into a launcher and ex'd is a restand AND it has 2 hits of armor AND beats Cassie's and Sonyas invincibility. He's plus or safe on most of his strings. If you're in Tigrar Fury (don't know much about dragon fangs) he's plus 12 off the dragon breath. He can cancel ANY strings that are cancellable into punchwalk to make it a block string. He has a 6f d1 and d3. I also forgot to mention that because punchwalk is -5. Guess what? Armor trap
Also Goro is an anti crossup God with u1 or u2. He's even got an overhead big leg
Goro community. Explain the downplay to me because I don't get it. (Yes I know in Tigrar Fury his low fireball whiffs in the corner off some strings. That needs to be fixed)
Good Damage? The only good damage that Goro has is his B1 meter-less combos where he deals roughly 34%, If the opponent is airborne before being launched the damage is drastically reduced. B1 and every possible attack that follows can be blocked low so it's basically relegated to a close range punish. Goro's only low combo-starter (Back+3) is unsafe on block and can only combo into Punchwalk for a grand total of less than 20% damage meter-less. If B3 hits an airborne foe they will more than likely fall out off the combo. When Goro lands an overhead it will only combo into Punchwalk for a meter-less grand total of less than 20%. Keep in mind a meter-less Punchwalk sends the opponent flying across screen to safely recover. So given this information you may say spend a bar to extend the combo and get 34%+ but do note that Goro is almost always starved for meter since he has no armor without it.
His Command Grab? If I recall correctly, it deals 14% and is full combo punishable; the risk of using it is never in his favor. Have you noticed the hard knockdown leaves his foe just outside of Goro's reach unless he is in the corner? Commando Kano gets 18% damage and the ability to immediately pressure his foe mid-screen. Also notice the amount of meter that Shokan Grab awards it's victim, It's a ridiculous amount considering it's his primary combo-ender.. This is not a good Command Grab but Goro must play the hand he was dealt and this move is a big part of his offense.
An Unblockable? Stomp Right? If it even has a chance to hit, you're talking about a move that at best has a 1 in 3 chance of hitting for a total of 10% or get full-combo punished. It is so slow that anyone can react to it and if they have the right movement such as Scorpions teleport, Sub-Zero/Reptile's Slide, etcetera, there is no possible way for Stomp to hit. Ex Crush can be used as a decent anti-air or wake-up attack but that's it. Stomp was a good combo-ender before OTGs suffered from combo-scaling.
Punchwalk? This is a good move no doubt but lets not pretend it's a holy hand grenade. I wish it would always re-stand an opponent when enhanced, in fact it is just as likely to waste the bar and drop an airborne foe on the ground like the meter-less version. Enhanced it does have 2 hits of armor which allows it to beat many things that 1 hit of armor cannot. It is good and Goro needs it. Hell, give it 2 or 3% more damage so his combo's aren't so weak.
+ or safe on most strings? Most of his +stuff is barely usable and he is almost always at minus frames. This is a game with Alien, Johnny Cage, Mileena, Sonya, and Quan-Chi levels of block advantage; Goro is relatively poor in this department.
Dragon's Breath? Always causes pushback even in the corner so Goro cannot reach his foe with anything but a big leg. Thanks to the enormous start-up of the move and push-back, there is always a gap before and after the move is used. It is only accessible to one variation and it's not overpowered if you take it to the training room.
6 frame D1 and D3? You are correct sir. They do not start combos, are negative on block, and on hit he has advantage. I think he deserves the D1.
Armor Trap? Most every character in the game has an armor trap. Goro's just happens to be rather good because of Punchwalk. Again I stress Goro is extremely meter reliant and can't always afford the meter.
U1 and U2? But what if Goro pressed down within 5 frames of using U1/U2? He uses Stomp and gets full combo punished for it because Special moves take priority over normal attacks. This is a forced input error that there is no solution for. Also we have a block button; cross-ups aren't even mix-ups in this game.
Big Leg? F4 is one ovehead hit, is slow, and only combo's in the corner. I'm surprised you mentioned it.
Lots of info there for people to dissect, mostly about how his strengths aren't as strong as people think. Please note some of his glaring weaknesses such as having a huge hurt-box, horrible dashes, the worst projectile in the game, a useless X-Ray, and a useless variation in Kuatan Warrior.