Get the opponent to respect 66P in neutral. It's great when it hits and fully safe when blocked (fuzzy guard on block). Once the opponent respects 66P, run-up 66T (or 214T~) can open them up along with 1KK~ pokes. In fact 1KK~ & 3K~ are excellent non-mid punch pokes, and 66P+K~ is a decent alternative to 66P since it transitions into Heichu for a mix-up.
9P can be used in close to fish for a NH lift stun. The attack is a reasonably fast high which is safe on block and has very short block stun (i14!). 6PP~ is your tracking string with 6PPP being very delayable and safe on block at -3 (can fuzzy guard or abare after blocked). 2H+K & 33P+K will be your hi-crush moves, though no good low crushes.
P2K~T, P2KP or simply doing P2K~ can be done to chip away at the opponent with a fairly quick low in the string, whereas P2K~T can open them up if they remain blocking. 2P+K is Kokopuff's forced tech of choice, and 214P is a good whiff punisher which is only +0 on block (1P+K can be used as a back-feint whiff punisher which is around (+15 I think?) if charged up and +0 if not charged up).