I'm not missing any context. I told you exactly what Hitomi has for range and that they are effective even in this match up.
1KK is not good nor is it decent for range by any means. Neither is 8K.
Kokoro is not a rush down character, you can't even play rush down that effectively in this game, with most moves with good hit priority being negative (or so negative) on block. She has very good offensive tools, but she is not a rush down character, lol. Especially not when she's literally been slowed down in DOA5U.
2H+KK does not by any means justify rush down. It's not even intended to be used as a get in tool.
I think you really need to play some better players for better match up experience. You clearly cannot see how inaccurate your last post was (while others and myself can, which is why they originally liked my post in the first place). You're too busy worrying about "Context, context, context!".
Your OP even states that you have limited experience and knowledge about said character, especially since you "just recently picked up Kokopuffs." Since I had to come in here and correct two match ups for you.
Discuss the topic maturely.
If I offended you because I assumed you to not be putting things in context I apologize.
I was just given the impression of it because your argumentation was simply put forward as "words of truth" without any numbers to back it up, where it was difficult to see if you spoke of the match-up or not. Now that I understand that this was not the case I can see that some of the wording might seem patronizing, and again I apologize if so was the case.
However, I agree that it does have certain degree of subjectivity, but that does not equal inaccuracy.
This is also why we are discussing, and if you take the top 10 people in the world and put them together, they will disagree more than you and me.
This may not be relevant, but your likes may come from the fact that you got a closed similarity structure (obligation and expectations, information channels, and social norms). It can actually prevent you from elevating your game, where I suspect the playstyle of that social core to be very equal (maybe you even train with the lot?). It may not be of much interest for this particular topic, but it might be something for you to consider if you are aiming to be nr. 1 in the world.
That said we agree on almost everything, but disagree on the "degree of impact".
h+kk is not intended for moving in. You might be right about this, but if people has discovered some new tech that works, and that is common, then we should take it into consideration in my view.
1kk and 8k, ok again I am not calling it great, but it does have its usage in my view. If you tip hit it, you can't be punished and get an opportunity to build your frame advantage if you do. The risk is low, and even if the reward is not great, I'd say it justifies the low risk if it is done at a certain range. You might even hit jackpot if the opponent moves into you where you get a close up deep stun, but enough about that.
I've played a lot of Hitomi and some Kokoro. So maybe I am over-allocating resources to that particular match-up as a result. I also like to experiment, and I like to believe that I got a hand or two that I've never seen anyone else use that is effective. Maybe some of those elements shadow my view as I am the only one who've had the experience of acting them out.
When it comes to Gen Fu and Ayane your knowledge surpasses mine, and the argumentation you put forth is creditable, thus I do not question it. The Hitomi setup I feel I got enough knowledge about to do question.
Never the less we are not going to agree it seems, but I will put forward the data of interest for people who do not know the situation. I will take the moves we disagree of in regards to impact of this match-up.
Hitomi (pref range in the setup, unless at frame advantage):
, 23 frames, reach 1,95 meter, and moves 0,55 meter towards the target. Gap at 1,40 meters.
, 14 frames, reach 1,75 meter, and moves 0,90 meter towards the target. Gap at 0,85 meters.
, 17 frames, reach 1,88 meter, and moves 1,10 meter towards the target. Gap at 0,78 meters.
Just a general note
has 1,42 m reach and
1,44 m reach, both at 13 frames (her fastest mids).
Kokoro (pref close range in this setup):
, 14 frames, reach 2,13 m, and moves 1,60 m towards the target (-4 on block => safe)
, 12 frames, reach 1,53 m, and moves 0,65 m towards the target.
, 12 + 19 frames, builds on 0,65 meters with reach at 1,96 m, and move 1,60 m towards target for 2,25 meters total. (-7 on block, could be breakable throw punished)
, 16 frames, reach 1,66 meter, and move 0,90 meter towards the target
, 16+20 frames, builds on 0,90 meter towards and reach at 1,76 meter (2,66 m total). Moves an additional 0,75 meter for 1,65 meter total.
As a general note
and
can be mixed up with other moves for diversity, or be canceled into something else.