Bushido
Well-Known Member

"Yep, pretty much what I expected."
Overview
Kokoro is a rushdown character. She excels up close and has great tools to get in and keeps the opponent guessing with her mixups. She also has a great damage output to go with it, giving an average of 90+ points of damage with each combo. She also has the capability to scare people into not holding AND not to block with the way she opens people up and her unbreakable throw. When played correctly, Kokoro can be a monster.
Transition from 5 to 5U
Kokoro hasn’t changed that much. Her damage is slightly lower (due to the increase of the health bar), some stuns are lost, and some moves are slower. However, she’s still really good. She has a new sabaki, her safe-ishness is still there, and has a new string that replaces some things that were lost. She’s definitely going to take some adjusting to, but you’ll be playing very similar to the way you played in 5.
Pros
+Opens people up easily
+High damage output
+Easy to pick up
+Good string mixups
+Fast 10/12/13
+Good mid range tools
+Great at baiting holds
+Great for more aggressive players
+Sexy
Cons
-Doesn’t know what tracking means
-Semi-poor defensive options
-Heichu stance weak outside of stun
-Crushes lack variety (only crush being a high)
-Slow standalone launchers
-Can be too sexy at times
Legend
Directionals
789
456
123
1 –
2 –
3 –
4 –
5 – neutral
6 –
7 –
8 –
9 –
Terms
BT – Back Turned
Full Threshold – Level 3 Critical Stun
Threshold – Level 2 Critical Stun
Mid Threshold – Level 1 Critical Stun
SE – Slow Escape/Stagger Escape
66P+K Combo Ender – 66P+K > P+K > P+K in juggles.
Buttons
P –
K –
H –
T – (throw)
P+K –
H+K –
Combat
CLOSE RANGE
Kokoro is pretty scary in close range combat if an opponent does not know how to handle her offense. She can use her plethora of string grabs to easily open people up. Her ability to delay strings is no joke either. As a Kokoro player in close range, your goal is to overwhelm your opponent with her fantastic string mix-ups, grabs and delays with free cancels here and there.
Front turned
Pokes
Strings
When utilizing Kokoro’s strings what you want to do is learn how to mix in string grabs, delays, free cancels, and the limited amount of built in tracking she has. This string based pressure is what makes Kokoro strong. Although she lacks tracking, free canceling into throws and well timed delays can still clip steppers. For those that need an explanation:
Free canceling – This is the term used for when one taps the guard button in order to cut a string short. The reason why this is done is to ensure that accidental moves are not inputted. For example let’s say I want to do something like 6PP then a P. If I do not tap guard to free cancel, I might actually end up delaying the last hit of Kokoro’s 6PPP string and get that instead of a jab.
Free canceling has both offensive and defensive uses. If you have conditioned your opponent to respect your strings you can get away with things like P FC T (aka punch grab or tick throw) or stopping a string and going into a new one. On the defensive end you can free cancel into a hold, sidestep, a crush, or just guard.
Delays – This is just slowing down the speed at which you input a string. It’s a good tactic because it baits players into believing that you have stopped your string or free cancelled when you actually have not. Utilizing these with free cancel mix-ups is a fantastic technique because it forces players to guess whether you are free canceling or delaying allowing you to get counterblow stuns.
Now for her strings:
*
Here are the less desirable options after PP:
Moving on…
MID RANGE
Anyone who thinks Kokoro isn’t a threat at mid range is sadly mistaken. Despite the fact that most of her mid range tools lack tracking they are excellent when Kokoro is seeking to come in on an opponent or punish whiffs.
BT STANCE
At any point Kokoro is in BT stance you should go for one of three things depending on the situation: back dash away, P+K to crush highs and P / 4P strings to apply pressure. I wouldn’t recommend free with some of her BT strings because it can be quite easy to spot.
BnBs
Even though the damage is reduced, most likely because of the bigger health bar, Kokoro is still hitting the 90-100 range everytime she launches you at level 2 or level 3 stun. Also, the bnbs haven’t even changed for the most part.
Featherweight
Off of 4P+K
Midscreen:
Full Threshold: K > 9P > 66P+K combo ender
Threshold: K > 66P+K combo ender
Wall:
Full Threshold: K > 9P > 9P > 6PPP
Threshold: 9P > 9P > 9P > 6PPP
Off of 7k
Midscreen
Full Threshold & Threshold: BT 4P > 9P > 66P+K combo ender.
Nearing the Wall
Full Threshold & Threshold: BT 4P > 9P > 9P > P2K
Off of PKP:
Full Threshold: K > 66P+K combo ender
Threshold: 9P > 66P+K combo ender
Lightweight – Heavyweight
Off of 4P+K:
Full Threshold: K > 66P+K combo ender
Threshold: 9P > 66P+K combo ender
Wall: 9P > 9P > 9P > 6PPP
Off of 7K:
Full Threshold: 4P > 66P+K combo ender
Threshold: ***4P > 66P+K combo ender
***From Cruiser to Heavy, the bnb is P6P > P2KP
Nearing Wall/Environmentally Friendly: P6P > P2KP
Off of PKP:
Full Threshold & Threshold: 9P > 66P+K combo ender
Super Heavyweight
Off of 4P+K
Full Threshold & Threshold: 9P > 66P+K combo ender
At the wall
Full Threshold: 9P > 9P > 6PPP
Threshold: 9P > 6PPP
Off of 7k
Midscreen AND At the Wall
Full Threshold: P6P > P2KP
Threshold: P6P > 2KP
Off of PKP
Full Threshold: 9P > 66P+K combo ender
Threshold: 66P+K combo ender
Critical Bursts
Even though Kokoro clearly doesn’t need CBs to get her damage, it’s not always bad to have setups you can’t slow escape. They’re also great baits to catch people with the 214T. So, here’s a few.
All setups tested on Fastest
Stun > 3PP > 7P
Stun > 3K > 9P > 7P
Stun > 6P6P > 9P > 7P
236T > P+K > 7P
6PPP > 9P > 7P
Throws
Guarantees and Bounds
Kokoro has actually lost a few guaranteed setups for bounds. Her bounds don’t offer as much damage as her guaranteed setups did, but it’s still solid
First, Bounds:
Kokoro puts opponent into bound states with the same moves that caused a sitdown stun in 5. In order for a bound to happen, the opponent must be at level 2 or level 3 threshold. Usually, the setup the bounds allow are either 66 > 66P+K combo ender or P+K > 66P+K combo ender, depending on the weight class.
The bounds are as followed:
4PPPP, starting the string Mid Threshold
8P6P, starting the string at Threshold
BT P+K, at Full Threshold
BT 4K, at Full Threshold
236P at Threshold
From Featherweight to Super Lightweight, the followup would be:
P+K > 66P+K combo ender
From Midweight to Super Heavyweight, the followup would be:
Dash in > 66P+K
Now for her guarantees. Sadly, they no longer work since the opponent can stagger out of them, the only setup that still does is:
H+K > 46P launch > juggle
Even so, its stance dependent. She can still get guaranteed moves in, but not a fully fledged juggle. For example, all of her sitdowns guarantee a 66P.
Heichu Stance
The Heichu stance is almost like the Heichu throw. Besides the obvious difference it’s not a throw, it isn’t as safe as an option outside of stun. You can get into the stance mid string with 3PP > P+K, PP2K > P+K, and 9PP2K > P+K, or you can throw out the raw moves into the stance which are 2H+K >P+K, 66P+K > P+K, and 8P > P+K. Outside of stun; the stance can be interrupted by any strike or even a throw. So it’s best to use the stance while in stun.
Free Cancelling 9P
The only thing really difficult about Kokoro is Free Canceling the 9P for juggles. Free canceling is basically pressing the hold button immediately so the rest of the string doesn't come out. The trick I use to free cancel quickly is rolling my thumb from P to H. You could just wait and press P again without canceling, but you run the risk of continuing the string and you will waste damage. If you want to practice, go to training mode. Pick Alpha-152, and a flat surfaced stage. You should be able to do 7 9Ps in a row before dropping it, if you're doing it correctly.
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