- i20, but it's a CB and still a sabaki like in DOA4. A successful sabaki allows her to attain CB in 2 hits. On CH this move is lovely. Your opponents cannot SE the stun on CH, they're only option is to counter, which gives you much time for a delay launcher like 33p+k
- While in closed stance, this tracking move puts the opponent into a stagger stun making 66p guaranteed which is unholdable from BT and can't be SE. Not to mention this like one of the only good tracking moves kokoro has.
- On NH or CH. This puts your opponent into a nasty 50/50 scenario where a CB is nearly guaranteed.
- Unholdable that guarantee's a launcher, can also be chained into 236p sit down stun.
- Kokoro's refloat that works after knocking your opponent into a most stage danger zones.
BT
- Still a great high crush, very evasive like it was in DOA4 with it's weird hit box. Sometimes evades mids. This puts the opponent in a sit down stun guaranteeing 7k or can chain into her 236p sit down stun.
- Kokoro has multiple options from this, including a mid punch that allows her to follow up with a CB in a single hit. Heichu stance is only frightening on oki, and while the opponent stunned since all her options from it are linear.
Heichu
- Kokoro's best pseudo.
- Still a great 2in1 like in DOA4, and wall splats as well.
- I find this to be frightening, especially when your opponent is down to the last of their health. This is because kokoro has so many options afterwards. All her attack follow ups are linear, but she has a tracking throw that transitions into heichu stance that forces your opponent to counter guess.
Updating my old post lol; some will be the same maybe different opinions however.
First and foremost Kokoro is known mostly for being the character that lacks good tracking, but with throws mid string it allows for strong pressure that makes your opponents think twice about SS as well as safe enders so she can fuzzy and stay on her feet.
My favorite heichu strings are
and
. Both have linear but strong follow ups along with her heichu throw mixup.
I love to use pp at the start of the round to see what my opponents anticipate. She has 5 follow ups although the best would be pp6p and pp;p+g. ppp is unsafe, high, linear but wall splats (legit when opponent is stunned), ppk launches, pp2k is linear, only a real mixup imo when opponent is stunned since she can cancel into heichu, or when opponent has low health and you want to scare this with her pp6p (mid) or pp2k low 50/50. be mindful both are linear.
on block leads to 50/50's as well, a safe linear mid, or a tracking throw for more 50/50's. On CH while the follow doesn't lead to an unholdable it does lead to an unshakeable stun that puts your opponent into a must hold situation
BT
and BT
- If you manage to stun your opponent while BT, these both are sit down stuns and bounds. P+K has a bit more push back on both SDS and bound but you should still be able to get your guaranteed damage. P+K is -4, high crushes, and puts BT opponents in unholdable/shakeable state (but highly unlikely to happen)
on CH or once opponent is stunned leads to kokoro's back turned mixup's which are highly under rated.
safe when blocked and if wallsplat leads to heichu force tech situation
while this move is unsafe now, it leads to a faint stun in stun/CH. 6P/66p are the only guaranteed moves that work on everyone, both are easy to shake and give you about the same amount of frame advantage, but 6PP will lead to a reset. Now after CH P+K (or stunned), jab works on a small selection of characters which give you more frame advantage to play with. This works on; Zack, Bayman, Leon, Hayate, Busa, Bass, and Raidou. P+K is although a great juggle float.
and
are kokoro's best range moves. 214P is neutral if blocked, more range, but slightly slower. Because it's a mid, I consider it the better option for whiff punishing wake up attacks. 46P, a tad bit less range but faster. It deep stuns on NH and launches on CH; this move also has a tracking follow up but unsafe.
A critical burst, sabaki, and a mid that crushes high's all in one. If it won't sabaki that high, there's a good chance it will crush it. No, seriously. On CH it leads to an unshakeable stun, also has follow up's in case your opponent SE's your previous move and goes for a punish.
is a true block string that jails on when blocked and and NH combo. When blocked it's -3
Other Notable mentions
66P+K
236P+G
4P+G
2P+K