Tracking has always been an issue for Kokoro since this feature was released. So I can agree on that. But a lot of people forget about some very good tools with her, one that comes to mind is her 46P. I believe its 12-14 frames? Can launch on counter hit, interrupts well, can finish the string for a gap closer, and a couple of other things. I'm sure she has many other tools but that is what comes to mind with me at least. Also Kokoro has some annoying pressure strings with her In-String-Grabs(I believe the term is worded? Ex: P, 2K, T let me know if thats not the correct term) So I just don't see how Kokoro players can really complain a hell of a lot because she still has tools. Yes I agree some things they have done to her are kinda bullshit but she's not unplayable by any means.Relatively low throw damage. No real low/mid mixup game (outside of critical stun). Very limited tracking. Moves that deep stun are all slow or high.
Very good bound damage. 214P and 66P are strong tools. Her strings are highly delayable. Linear pressure is strong.
I've heard she's Eliot tier
Y'all don't even know what "mid punch reliant" is until you learn Leon.When you guy talk about her good strike tools, sorry but I think she is too much heavily rely on Mid-Punch. And Mid-Punch is the easiest to be held when playing online rank.
The same applies to basically every character save some braindead morons like Alpha.You need a lot of practice to make her good.
Oh? You found a way to "stop using her mid-punch" after all? Well, let's rundown Ryu.In conclusion, I don’t think Kokoro is powerful characters. [...] I think I spent at least 600 hours with her just to discover I should stop using her mid-punch.
That's pretty much all true for Kokoro, though. Except for the launcher. Only thing is that Kokoro has to use a bunch of high punches too.His fastest mid is a mid punch. All of his guard breaks and attacks that leave him at neutral or + frames on block are mid punches (save one obscure one). His only sit-down with 20+ is a mid punch. His best launcher is a mid punch. His Critical Burst is a mid punch. All of his good gap-closing moves are mid punches (save one/arguably two). His power blow is a mid punch. His power launcher is a mid punch.
Most likely minimum?According to my own experience, the strong Hayabusa player I fought are most likely Mid-Punch minimum.
Oki is something that any character can be good or bad at depending on if they guess your WU approach correctly. Ryu's special WU capabilities are 6KP, ongyoin 8P, 7P6P+K and 7PP+K, all of which are mid punches. Unless you mean his special wake-up attack, which is also a mid punch. Not sure where you're going with the WU thing. Obviously any good player is typically going to excel at wake-up. There is a reason character who can control that well are typically considered high tier, like pre-patch Rachel and Helena. But this has nothing to do with Hayabusa-specific avoidance of mid punches.They are all excellent on wake up game, where highest possibility to hold their mid punch or eat throw.
Online ranks mean nothing to me.This is not random base, the U or S+ playing with me just like that.
They're opening you up with Hayabusa's lows? He has basically some of the shittiest low mix-ups in the game. I'm not getting what you're trying to convince me of.They prefer to use low stun as to open/counter or just to take advantage before their high/mid kick mixed-up. I think the reason they acting like that is just similar to what I said.
And that affects my point in what way? If you found a way to almost entirely avoid mid punches and still be threatening on a high level of play with characters like Leon or Hayabusa, feel free to share. If not, my point stands. Some characters are reliant on certain hit levels. My point is that that doesn't necessarily mean they're a weak character.That's pretty much all true for Kokoro, though. Except for the launcher. Only thing is that Kokoro has to use a bunch of high punches too.