I used to have trouble against Hitomi's sudden punch and kick alot ubtil i discovered the sweetnes of mid parry. I am not sure which attack of Kokoro you are refering to since i havent battled many of them but if its a single mid move then try to parry it or sidestep it. My guess is that if its a single straight punch then it probably doesnt track. Also, if you find yourself unable to parry it then try to remember what your friend usually does right after guard breaking you and you should be able to hold accordingly. That will keep him thinking should i or shouldnt i? But if you can succed using your parries you are headed to
enlightenment
You just described my Kasumi trouble
Did you make that? Because that is fuck awesome. Bohdisattvaman's not snapping their spine: he's exposing their chakras to enlightenment. Or at least some light, anyway.
In an Orwellian spirit:slow characters good, fast characters bad. Getting rushed down by Kasumi sucks nuts for Bayman/Tina/Bass in general, but Bayman is always better off defensively than either of those two. You always have a good option to shut down most of what they're doing:
Offensively he can get in crushing highs with hold 3p, 2f+k, 4p+k, 214p, occasionally 66k, and 33f+p. Lows are a little tougher as his only low crush (I think?) is 9p and it's quite slow, but if you see it coming the complete 9pp guarantees a ground throw (and nothing else as far as I can tell) for 70 to 80 damage. You want to work to a hard knockdown (e.g. p+k) and try to get a p+k force tech. Once you're at +20 the opponent's speed doesn't matter for shit and Uncle Bayman's Sambo Twister Party goes into full effect. Mix liberally equal parts 3p, 236k, 214f+p, sidestep k, and 41236f+p to keep them guessing. With the exception of the throw, these should beat everything they would attempt from the force tech. If sidestep k hits you take another 80 damage and force tech again. 3p should be safe and open stun combos. You can also use sidestep p or hold 3p but they are unsafe on block. Also, 8p has good range, the followup launches and is a natural combo on a normal hit, and you can cancel from it into an OH. While theoretically unsafe it's a surprisingly good poke if you've got room.. Don't forget if they break a multipart OH you're at +3 so keep the pressure on even afterwards.
Defensively, get out of mid pressure with the tank roll or the mid parry. Obviously predictable attacks can be answered with advanced holds to encourage more thoughtful play from the opponent. If you're offline, there's always throw punishment, though I find online this is unreliable at best. Nonetheless, Bayman also has good options to punish with his OHs from advantage, so blocking till they do something dumb and throwing is always viable for him