DOA5 Pretty Much What I Expected - Kokoro Breakdown/Guide

Bushido

Well-Known Member
fy0nls.png

"Don't get too worked up!"

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.

Pros
+Opens people up EASILY
+Very 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
-Poor defensive options
-Heichu stance blows 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 – :1:
2 – :2:
3 – :3:
4 – :4:
5 – neutral
6 – :6:
7 – :7:
8 – :8:
9 – :9:

Terms
BT – Back Turned
Full Threshold – In this guide, it’s when the critical damage is red in stun
Threshold – When critical damage is yellow in stun
Mid Threshold – Critical damage is white in stun
SE – Slow Escape/Stagger Escape

buttons
P – :P:
K – :K:
H – :h:
T – :H+P: (throw)
P+K –:P+K:
H+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 or 6P+K 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
P – This is a universal poke for all characters. It is fast at 10 frames and is to be respected due to the fact that it leads into strings and can be used as a tick throw (punch grab) setup.

K- Nothing special about this other than it being safe at -5.

6P – This is a 12 frame mid that causes a good stun on counter hit. It’s also nice for tick throw setups. Its string contains tracking and a safe ender. Use it.

2P – This is a really good tool for Kokoro. It is quick at 13 frames, crushes highs and is NEUTRAL on hit. This basically means that you can chose to either continue pressing your offense or perform whatever defensive action you see fit. Against characters with faster jabs or mids you may want to do something defensive when it connects.

3P – A 15 frame mid that has the ability to evade highs and high-mids if you chose to do the throw follow-up. Of course that is assuming the opposing player is poking and not using strings. 3P also goes into a high punch. In my opinion this should only be used as a counter poke or an stun extender. On block the mix-up is weak because 3PT and 3PP both lose to high crushes. Consider yourself lucky if you don’t see a 2P or a crouching opponent every time you attempt to do this move on block.

9P – This 15 frame high punch offers a good stun and is safe. The string follow-ups are not that great however. It is also a nice threshold break launcher.

4P- A high that has slightly longer reach than her 6P. There’s no reason to poke with this however because the first 3 hits of its string are a natural combo, meaning they cannot be held or sidestepped when 4P hits or is blocked.

H+K – This is a tracking high kick. -9 on block. All there is to it.

2H+K – This is a high crush that transitions into Heichu and has a follow-up low kick and mid punch that should never be used unless you connect with this move.

6K – This is a nice counter poke. It’s good way to setup throws or you can extend the stun by finishing the string (6KP). Not the best move to use on block because 3K is a better mid kick but it is an option if you feel like using it.


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:
PK – This is a great pressure tool. It goes into enders that offer tracking (PKK) safety (PK4K) and frame advantage (PK2P). You can free cancel at PK since all the follow-ups are to be respected, or you can delay the 4K follow-up into oblivion. BnB pressure string right here people.
*PK4K – There are a few tactics you can utilize after this string since it puts Kokoro in her back turned stance. One option is to back dash away and create some distance to punish any whiffs from your opponent. The other is to use her BT P+K which is a powerful high crush that will cause a sit-down stun.

PP – When you do PP with Kokoro your goal is to either free cancel or go for one of three things when it comes to strings:
PP6P – This is only punishable by grapplers if you know how to fuzzy guard and buffer a throw escape. This is there to keep players who are trying to strike their way out of Kokoro’s PPT in check.
PPT – This is what you want. If you connect with this you have won. They are forced into a situation where they have to guess between your Heichu P+K or 2P, both of which cause a stun that you can use to setup launchers and CB. You don’t even have to do Heichu P+K or 2P you can go into something like her 3K or throws to add additional mix-ups since she has 15 frames of advantage after this connects.
PP2K – Never finish this string. If you are going to do anything after PP2K it should be a free cancel into an offensive or defensive action. This is because the enders are unsafe and stepable. If you have to finish this string do it very sparingly and only after you see that your opponent feels like it is ok for them to disrespect PP2K.

Here are the less desirable options after PP:
PPK – You are never going to use this outside of stun. There is very little benefit in using this string outside of stun. It’s unsafe and both enders are unsafe on block. There isn’t even any mix-up; all the opponent has to do is duck. You should laugh your ass off if you ever catch somebody with PPKP. Roll on the floor laughing if you actually launch somebody with PPK outside of stun.
PPP – It is safe. But it’s also interruptible and only results in a knockdown. That’s pretty lame; you have better things you could be doing with her punch strings. Like PPT. In stun though this is a nice string to use for a wall splat and a mix-ups to PP6P which will also wall splat.

Moving on…
P2K – You use this to get some quick chip damage in as the K is an unseeable low. You have a few options after this. Free cancel it, Use P2KT, or P2KP. P2KP will cause a sit-down stun on crouching opponents and is safe from strikers at -6.

6PP – This should be one of your go to moves with Kokoro. 6PP will clip sidestep and allows for free cancel mix-ups because people who are knowledgeable about the string know that there is a linear mid punch at the end so they will probably try to hold or SS it at times. You can beat both options by free canceling into a throw. Like most of her other strings this can also be delayed into oblivion. The options this move allows for on block and hit are really good so make use of it.

6P6P – This string is unsafe against grapplers and you must fuzzy guard and buffer a throw escape against strikers. The point of this string is to keep people who disrespect 6PP with high crushes in check. If you can do that you will have a great time pressuring with 6PP tactics. This also has some ability to catch steppers even though it doesn’t track.

4PP – This string is good. Not only is this a natural combo; it is NEUTRAL on block! This means you can apply the same offensive tactics you use when 2p hits with this move; The difference being that the opponent is less likely to hit buttons due to the follow-ups:

4PP6P – This move is unsafe against grapplers and the usual tactics for safety apply against strikers. The reason you would use this despite 4PP being neutral on block is for delay mix-ups and to avoid trading hits with someone after 4PP is blocked. (Example if you free cancel 4PP, and decide to 6P the opponent can beat you if they jab or have a faster mid. 4PP6P will counterblow people that think its ok to press buttons after 4PP since it is part of a string.) Mix-up free canceling 4PP with this move for good results.

4PPP - This is a natural combo and is safe on block at -3. Really nice move to free cancel because 4PPPP is a threat to people who want to press buttons since the last hit of 4PPPP is a sit-down stun. 4PPP forces a hold in stun because the opponent cannot slow escape it. All of Kokoro’s launchers will connect. So unless your opponent likes the idea of giving you free damage they will hold. Use 4PPP / 4PPPP on block and during stun; you won’t regret it. You can also use this for the same purposes as 4PP6P if you delay it. I recommend against that though because delaying the last hit of 4PPP will not make it a NC, so the opponent can high crush, sidestep, or hold it.

4PPPP – This is a great move to use in stun. The first 3 hits are a natural combo so your opponent is forced to deal with a 50 / 50 scenario of “Is she going to do the sitdown stun or not!?” It is also safe on block against strikers at -6. Use it from time to time.


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.

66P – Of course I’m going to mention this move first. What’s there not to like about it? It looks cool, its fast at 14 frames and it has priority over almost everything, gives a good stun on hit and is massive damage on close hit. All of this and it is safe on block. The only flaw this move has is because it is so good people want to stop you from abusing it; So they will default to mid punch hold at range which is something you can use to your advantage anyway.

P+K – A 22 frame high that is +1 on block. That means for the next attack Kokoro is as fast as Kasumi on all of her initial pokes (10 /12/ 13 becomes 9 / 11/ 12). It is a launch on counter hit and stuns on normal hit. It also has more range than 66P. It’s good yo; Use it.

6P+K – This is an astounding move. It is +3 on hit and has a holdable mid punch follow-up that is entry into the stun game. Use it at mid range or during free cancel / frame advantage mix-ups. At + 3 all of Kokoro’s initial pokes are to be respected. You can use the frame advantage to apply pressure or throw. Just be careful not to abuse the follow up to this move as you will be getting mid punch held all day by better players. Also try not to use it to the point you are reliant on it. It has been said that Kokoro will lose this tool in the upcoming DOA5U. You don’t want to have to spend more time adjusting to the loss of something than you need to.

214P – This is a great whiff punisher. It has good range and is NEUTRAL on block. Kokoro isn’t in range for her close range pokes to connect but if they opponent decides to press a button they will. You can use the space created on block to apply some whiff punishment tactics or play footsies.

3K – This functions exactly like PK only it doesn’t require you to be in jab range. Use it as a mid range poke or during free cancel mix-ups.

1K – This has decent range and goes into 3K mix-ups. If you free cancel Kokoro will be in BT and can apply some BT pressure.

1P – This move is a good way to get in because it has great range. It’s also a good stun extender. The sad thing about this move though is that its string is ass just like 3P. There is no mix-up after 1P. All the opponent has to do is 2p to blow up 1PP and 1PT. If you somehow manage to get them to block 1PP they only need to sidestep the last hit. The string just has too many holes for it to be effective on block. In stun it serves as useful hold bait if you cancel it at different points to aid your mix-up.

66P+K – This is a good mid range move at 16 frames. If it connects it will cause a stun that guarantees Heichu 2P. This forces your opponent to deal with a mix-up where they're forced to hold to avoid a launch or critical burst, which Kokoro can take advantage of.

33P – This move has a string grab and elbow follow-up that is -7. It is the same as her SSP. Mix-up what you do after it to make the most of it.

46P – This punch has long range and has decent speed at 17 frames. It’s a pretty deceptive whiff punisher at that because it’s unseeable. Hover around mid range and make your opponent think its ok to come at you then throw this out. You’ll probably get a stun or a counter hit launch. 46P has a tracking mid P follow-up that is -11. If they block 46P you just have to hope you can get something out of the follow-up mid. Otherwise you are getting punished.

8P – This comes out in 16 frames and is a high. It’s -6 on block and has Heichu follow-ups as well as a sit-down stun follow-up in 8P6P. 8P6P isn’t the best idea on block because there is so much they can do to avoid the sit-down stun. Fast mids and lows will interrupt it and it can be held since it’s seeable at 30 frames of execution. The opponent can also sidestep. 8PP is -6 as well and is a sexist move. It can be interrupted by jabs from females but not males. I’m serious. Going into Heichu is a risk. It’s explained later on in the guide.

2K – A quick low poke. It goes into her string grab and a mid punch that causes a sit-down stun on crouchers.

7P – This is her CB and a sabaki that defends against highs. It has a 2K follow-up with the same enders.

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.

PPP – safe but linear. Not surprising and nothing special.

P6P – The second punch is the same as her 8P, only safe at -4. The same things I said about 8P apply to P6PP.

4P – One of the better BT attacks. 4P by itself is a launcher so you can use that during stun. 4PK strings functions similarly to PK strings and 4PT is her string grab.

P+K – A high crush that causes a sit-down stun. Use this if you expect jab retaliation when you are in BT stance. It’s also safe on block.

4K - Causes a sit-down stun like P+K, but is slower and unsafe at -8. Better to use P+K for a sit-down stun.

2K – Same deal as 2H+K.



BnBs

Kokoro’s bnbs are something special. Due to the fact they aren’t that difficult to execute and they work on all weight classes up to super heavy. So, you don’t have to change up your combos unless you’re facing Bass or Bayman
Full Threshold set by 6P+K P, PK
Threshold set by 6P+K P, P
Critical Bursts are off of Full Threshold

Off of 4P+K

Midscreen

K, 66P+K, heichu, P+K

Full Thresh: 101 dmg Thresh: 90 dmg Critical Burst: 113 dmg


At the Wall

9P, 9P, 9P, 6PPP + wall slam

Full Thresh: 101 dmg Thresh: 90 dmg Critical Burst: 113 dmg


Off of 7k

Midscreen

BT 4P, 66P+K, heichu, P+K

Full Thresh: 99 dmg Thresh: 88 dmg Critical Burst: 111


Nearing the Wall

P6P, 4PKP + wall slam

Full Thresh: 99 dmg Thresh: 87 Critical Burst: 110


“Aggro Launcher” bnb

PKP, K*, 66P+K, heichu, P+K

Thresh: 83 dmg *K is not possible Full Thresh: 102 dmg

“Flashy” Combos

4P+K, P+K, 6KP, 2KP
Full: 99 dmg Thresh: 87 CB: 110
4P+K, 9P, 9P, 9P, 9P, 2KP
Full: 97 CB: 109

Super Heavyweight BnBs

Off of 4P+K

Midscreen

9P, 66P+K, heichu, P+K
Full Thresh: 94 dmg Thresh: 83 dmg Critical Burst: 106 dmg


At the Wall

9P, 9P, 6PPP + wall slam

Full Thresh: 97 dmg Thresh: 86 dmg Critical Burst: 109 dmg


Off of 7k

Midscreen AND at the wall (add 5 for dmg with wall slam)

P6P, P2KP*

Full Thresh: 91 dmg Thresh: *P is impossible, 2KP 76 dmg Critical Burst: 103 dmg


“Aggro Launcher” BnB

Same inputs

Full Threshold: *K is not possible 91 dmg
Raw: 55 dmg
Threshold: 81 dmg

Force Techs
Force Techs and Pseudos are great options to keep your offense going. Though Kokoro of course is not Helena, she doesn’t revolve around force techs. However; it’s good for any player who plays a rushdown fighter to have in their arsenal. I’ve listed four for each of the weight classes, though Kokoro has many more. All are guaranteed force techs unless stated as a pseudo. Note: free canceling the 9p is very crucial for timing.
Featherweight

Full Threshold – 4p+k, 9p, 9p, 9p, 2h+k, k
Mid – 4p+k, 9p, 9p, 9p, 2h+k, k. Pseudo | 6p+k possible
Threshold – 4p+k, 9p, 9p, 9p, pp2kk
Full Threshold – pkp, 9p, 9p, pp2kk | Pseudo | 6p+k possible


Lightweight

Full Threshold – 4p+k, 9p, 9p, 9p, 9p, 2h+k
Full Threshold – pkp, 9p, 9p, 2h+kk
Full Threshold – 6kp pp2kk. Pseudo | 6p+k possible
Full Threshold – 4p+k, 9p, 9p, 9p, pp2kk. Pseudo | 6p+k possible


Middleweight

Full Threshold – 4p+k, 9p, 9p, 9p, 9p, 2h+k
Full Threshold – pkp, 9p, 9p, 9p, 2h+k, k | Pseudo | 6p+k possible
Mid Threshold – 7k, 4p, pp2kk
Threshold – 4p+k, 9p, 9p, 9p, pp2kk


Welterweight

Threshold – 7k, bt 4p, 9p, 2h+kk
Threshold – 4p+k, 9p, 9p, 9p, 2h+k, k | note: timing is strict on this one
Mid Threshold – 4p+k, 9p, 9p, 66p+k, heichu, 2p | Pseudo | 6p+k possible
Full Threshold – pkp, 9p, 9p, pp2kk | Pseudo | 6p+k not possible


Cruiserweight (aka Helena)

Full Threshold 4p+k, 9p, 9p, 9p, 9p, 2h+k
Full Threshold – pkp, 9p, 9p, 9p, 2h+kk | Pseudo | 6p+k possible
Mid Threshold – 33p+k, 9p, 2h+kk
Full Threshold – 4p+k, 9p, 9p, 9p, pp2kk


Heavyweight (aka Gen Fu)

Full Threshold – pkp, 9p, 9p, 9p, 2h+kk | Pseudo | 6p+k possible
Full Threshold – 4p+k, 9p, 9p, 9p, 9p, 2h+k (can’t believe that works…)
Mid Threshold – 4p+k, 9p, 9p, 66p+k, heichu, 2p | Pseudo | 6p+k not possible
Threshold – 7k, bt 4p 66p+k, heichu, 2p | Pseudo | 6p+k possible


Super Heavyweight

Full Threshold – pkp, 9p, 9p, 66p+k, heichu, 2p | pseudo | 6p+k possible
Full Threshold – 7k, bt 4p, 66p+k, heichu, 2p | pseudo | 6p+k possible

Threshold – 33p+k, 9p, 2h+kk
Mid Threshold – 4p+k, 9p, 2h+kk | timing is sketchy

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

Kokoro’s throws are amazing. They can scare people into neither holding nor blocking, give tons of damage, and one can guarantee so many things, including 100 damage at the wall.

5T – Her neutral throw. Only 5 frames but of course is escapable. Gives 40 dmg on neutral, 50 on counter, and 60 on hi counter. This will be one of your throw punishers

6T – Second throw punisher. 7 frames and isn’t escapable. Gives 45 dmg on neutral, 56 dmg on counter, and 67 dmg on hi counter. It won’t be able to punish all unsafe moves, so 5T would be your safest option to not risk a hi counter strike

66T – Just a regular throw option. Just 10 frames. 52 dmg on neutral, 65 dmg on counter, 78 dmg on hi counter

236T – The heichu throw. This will open people up if you’re pressuring and they’re blocking. Only 9 frames to execute and has 3 follow-ups: A useless high P, a powerful P+K mid that gives a CB that’s not slow escapable and can give a high launch height since it’s puts them in the threshold, and a low P that just keeps them in check and continues the stun. She can also go to the heichu mid string from 33PT, 66P+KT, PPT, P2KT, 4P2KT, and 2KT. Abuse this.

214T – The unbreakable throw. This is a must to master. This is the throw that will catch people that take the bait. Gives 65 dmg on neutral, 80 dmg on counter, and 97 dmg on hi counter (the one you’ll be getting on most people). All of that damage plus 5 if you wall slam.

2T – Your crouching whiff punisher, 5 frames and not escapable. 50 dmg on normal, 62 dmg on counter, 75 dmg on hi counter.

1T – Low hold whiff punisher. Guarantees a 7K that will yield 81 dmg and has the possibility of a wall slam. However, at the wall, you want to go for 66p > wall slam > 9p, 6ppp, a guaranteed setup that gives 105 dmg.

4T - This throw isn't recommended, being as it only gives +8 and you can backdash from it and avoid everything. However, there is one thing that can be viable, since a lot of people's reaction to 4T is to guard. So if, for some odd reason, you do 4T, the go-to option would be 6P+K



Guaranteed Setups

Kokoro has quite a few guaranteed setups that give plenty of damage. However, if the opponent can slow escape extremely well, her options are limited.

All off neutral hit | SE on fastest

Stun > 8P6P > 7P or 8P6P > 7K or 8P6P > 236P > 7P/7K
Guaranteed . To get the CB off of these setups you need to press forward 3 times in order to have a small dash forward, same for the burst off of 236P and the launcher. You’ll whiff otherwise. Same goes for the ‘Super Setup’

1KK4K > P+K > 33P
Guaranteed launcher

H+K > 46P
Guaranteed launcher

H+K > 66P > 4P+K
Guaranteed, but stance dependent

The ‘Super Setup’
This setup is guaranteed UNLESS the opponent is can SE well. It only works on slow, but gives 141 dmg on neutral.

1KK4K > 4K > 236P > 7P > BnB

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. You can get into the stance mid string with 3PPP+K, PP2KP+K, and 9PP2KP+K, or you can throw out the raw moves into the stance which are 2H+KP+K, 66P+KP+K, and 8PP+K. Outside of stun, the stance can be interrupted by any strike or even a throw and the follow-ups can be blown up by SideStep. So it’s best to use the stance while in stun. The 66P+K heichu P+K is also a great juggle ender, as you saw in the BnB section.

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 with out 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 Ayane (or the other two lightweights), and a flat surfaced stage. You should be able to do 6 9Ps in a row before dropping it, if you're doing it correctly.
By Bushido and Tenryuga :kokoro:
9hji2c.jpg

Wouldn't be complete without this......Show them how it's done fellow Ba Ji Representatives :cool:
 

Tenryuga

Well-Known Member
This is a resource for all Kokoro players. As such feel free to make contributions and ask questions so we can update the guide as fit. :cool:
 

FlamingMuffin

Active Member
Just a few things:

66P+K into Heichu 2P will generally force a launch/CB mixup under the majority of situations (I.e close to threshold), no additional stun extender needed.

1T into 66P+K Heichu 2P is godly, abuse it (see above). 8P6P will also work (they can hold the 6P, so mix in P sometimes).

The 'super setup' guaranteed actually is easily SEd (BT 4K only gives around +18, which isn't enough for 236P). BT P+K is where the money's at.

6KP is another stun that gives a non SEable stun (+22).

H+K is - 8, making it unsafe (oddly, the in-string ones are - 7).

Overall though, good job!
 

Bushido

Well-Known Member
Just a few things:

66P+K into Heichu 2P will generally force a launch/CB mixup under the majority of situations (I.e close to threshold), no additional stun extender needed.

1T into 66P+K Heichu 2P is godly, abuse it (see above). 8P6P will also work (they can hold the 6P, so mix in P sometimes).

The 'super setup' guaranteed actually is easily SEd (BT 4K only gives around +18, which isn't enough for 236P). BT P+K is where the money's at.

6KP is another stun that gives a non SEable stun (+22).

I'm pretty sure 33PP is like - 14 on block, but I'll have to check.

H+K is - 8, making it unsafe (oddly, the in-string ones are - 7).

Overall though, good job!
For the first 66P+K on your list, should probably take a second look at the section.

Never tried the 1T into 66P+K, I'll try it next time I get a 1T off and see how GDLK it is :)

Regarding the 'super setup' I said it's guaranteed unless the opponent can slow escape well (which isn't that hard to do), even though it's easy to se, it's still pretty cool in my opinion. So why not?

I'll make the edits. Thanks for the compliment :)
 

FlamingMuffin

Active Member
1KK4K actually offers a non SEable stun itself, so BT 4P/4K/K are great at mixing it up (two launch, other sitdown).

Here's something that most Kokoro players don't seem to know. 6KP will launch near/at threshold.

What does that mean? Well, any +17 or more stun that leaves you close to threshold can be launched. What is this now? Heichu 2P leaves you at +18. PK2P in stun gives +18. BT 4K gives a sitdown of +18.

This is what I'm talking about when I refer to a lot of CB/launch scenarios.

1T into 66P+K Heichu 2P forces them to hold 6KP if they don't want be launched (you aren't countering an i15 mid on reaction) But that then leaves them open to 7P or any other launch really. On NH, this setup can hit over 100dmg. Just from punishing a low wakeup kick!

Something I thought Kokoro players might want to know, as 7K isn't what I mean from Heichu 2P ;)
 

Tenryuga

Well-Known Member
1KK4K actually offers a non SEable stun itself, so BT 4P/4K/K are great at mixing it up (two launch, other sitdown).

Here's something that most Kokoro players don't seem to know. 6KP will launch near/at threshold.

What does that mean? Well, any +17 or more stun that leaves you close to threshold can be launched. What is this now? Heichu 2P leaves you at +18. PK2P in stun gives +18. BT 4K gives a sitdown of +18.

This is what I'm talking about when I refer to a lot of CB/launch scenarios.

1T into 66P+K Heichu 2P forces them to hold 6KP if they don't want be launched (you aren't countering an i15 mid on reaction) But that then leaves them open to 7P or any other launch really. On NH, this setup can hit over 100dmg. Just from punishing a low wakeup kick!

Something I thought Kokoro players might want to know, as 7K isn't what I mean from Heichu 2P ;)

Yeah I figured that's what you meant. They will eat the critical burst trying to hold the 6KP or take a throw trying to hold either the burst or launch. I just suggested extending the stun with 9P to force a non slow escapable mixup of a high launch, mid K, CB, or throw occasionally to make sure the opponent eliminates slow escape as a viable option from that setup because there are some players who will slow escape and block the CB or anything the Kokoro player does to take advantage of an expected mid K hold.
 

FlamingMuffin

Active Member
9P has some use for sure, I also mix it in sometimes. The main issue is just it introduces another guess (unless they are at threshold, where it will launch).
Or perhaps I'm bitter as 9/10 people online will randomly low counter out of almost every stun aha.
(I also can't wait for that hairstyle!)
 

Bushido

Well-Known Member
Font isn't showing up very well on the DARK layout.
Yeah, font's in black and I don't know how to change it so it shows up gray on dark. Just use the light layout
Um, I have a question... What about Kokoro's 4K from BT? o_o
Fixed e.e
9P has some use for sure, I also mix it in sometimes. The main issue is just it introduces another guess (unless they are at threshold, where it will launch).
Or perhaps I'm bitter as 9/10 people online will randomly low counter out of almost every stun aha.
(I also can't wait for that hairstyle!)
I think everybody is waiting for that lovely ponytail
 

PgoezinC

New Member
Really nice breakdown. Pretty much encompasses in detail all of Kokoro's X's and O's, and "on paper tactics."

The X's and O's, in a sense, are factual, so I'm on board with all that. There are certain parts that I disagree with though...

Pros

+Easy to pick up
Perhaps you mean it in a different context, but I don't think she's easy to learn, especially for beginners. A pick up and play character is someone that can hammer out strings. That is not the world Kokoro lives in.
Cons

-Slow standalone launchers
How many characters have a raw launcher? Kokoro has two. Since they launch on normal hit, they have to be slower, otherwise it wouldn't be fair.
9P – This 15 frame high punch offers a good stun and is safe. The string follow-ups are not that great however. It is also a nice threshold break launcher.
9p is a nice string for all the exact same reasons pp is effective. Every single option available after pp is available after 9pp, including the grab. Also, since 9p is generally thrown out as a poke, using it as a string is great against the opponents that try to retaliate on the assumption that it's just a poke.
2H+K – This is a high crush that transitions into Heichu and has a follow-up low kick and mid punch that should never be used unless you connect with this move.
Clearly we all have preferences and different styles, but 2h+k is a bnb move for me. Obviously overusing it and always blindly throwing out the k or p follow up is suicidal, however, I consider it a bnb setup. Disregarding low hold spammers (or getting counter hit), starting your attack with a low will usually hit because the foundation of blocking is to start high/mid. And since most (good) players know how unsafe the k or p follow up is, they'll block... and in that scenario, they'll remain in the standing position for two reasons:

1. Low hold and/or blocking the possible k follow up leaves a huge risk of eating the p for a healthy stun. No one wants that except for the Kokoro player.

2. Standing guards you from the deadly p, meanwhile, "eating" the possible low k follow up still gives you +4

So it's common for a player to remain in the standing position while blocking, even after getting hit with a 2h+k. To me, that is a circumstance to abuse a throw. Which I do regularily, and it's been very successful. Obviously, the other player will start attacking out of the throw attempt, which is why, when mixed in with the normal k or p follow up, 2h+k opens up a lot of opportunities when used as a set up, rather than with the mentality that it's for damage.
1T – Low hold whiff punisher. Guarantees a 7K that will yield 81 dmg and has the possibility of a wall slam. However, at the wall, you want to go for 214P > wall slam > 6PPP. A guaranteed setup that will give 100 dmg.

I'll add two things to 1T

1. If you get 1T against someone that is right against the wall, the best option is 66p > wall slam > 9p, 6ppp for 105 dmg.

2. In space, the 7k lauch is the best choice for quick, full guaranteed dmg at 81. However, there is a way to get significantly more damage that is almost guaranteed. Provided the opponent doesn't high hold one attack, the rest of the following is guaranteed:

1T > 66p > h+k > 66p > 4p+k > k > 66p+k - p+k

The h+k is the only attack that isn't guaranteed because after the first 66p hits, the opponent can guess a hold. If the h+k hits, the rest is guaranteed. Also, before someone claims the second 66p can whiff depending on the stagger distance of h+k, try doing it first, and make sure you do the 66p immediately after h+k. You'll see why I'm saying it's guaranteed. Anyways, by the time the heichu p+k ends the juggle, there will be 151 dmg total on a setup with only one "weak" link. Works up to the Bass weight class. For that, just change the juggle after the 4p+k launch.
 

FlamingMuffin

Active Member
9p is a nice string for all the exact same reasons pp is effective. Every single option available after pp is available after 9pp, including the grab. Also, since 9p is generally thrown out as a poke, using it as a string is great against the opponents that try to retaliate on the assumption that it's just a poke.

9P string isn't nearly as effective because: a) The throw is slower (i22 vs i17) and b) The P ender is super unsafe (-12 vs -7).

Clearly we all have preferences and different styles, but 2h+k is a bnb move ....

Unfortunately, the stuns that the K and P ender offer both suck. +13/+11 is all you are going to get from them, which isn't enough to extend the stun (with SE).

That being said, it's still her best high crush, and a staple.

1T > 66p > h+k > 66p > 4p+k > k > 66p+k - p+k

The H+K after 66P is not guaranteed and can be slow escaped.
 

Blackburry

Well-Known Member
Standard Donor
Yeah, font's in black and I don't know how to change it so it shows up gray on dark. Just use the light layout

Fixed e.e

I think everybody is wanting for that lovely ponytail

The White layout is ugly to me me. Just change the color so that it is visible on both Light and Dark.

How many characters have a raw launcher? Kokoro has two. Since they launch on normal hit, they have to be slower, otherwise it wouldn't be fair.

This is DOA...there is rarely a situation where you are using launchers outside of stun, so what is your point? You aren't just going to be randomly throwing raw launchers out on block, and whiff punishing with one of them doesn't happen very often.
 

Bushido

Well-Known Member
Perhaps you mean it in a different context, but I don't think she's easy to learn, especially for beginners. A pick up and play character is someone that can hammer out strings. That is not the world Kokoro lives in.

Compared to other characters, she's pretty easy to pick up and learn to an advanced point. Different people though..

I'll add two things to 1T
1. If you get 1T against someone that is right against the wall, the best option is 66p > wall slam > 9p, 6ppp for 105 dmg.

Sorted, nice.
 

Tenryuga

Well-Known Member
PgoezinC

9P string is not effective. Do you see a mixup after 9P? Her only option is to go into 9PP which is a high. The mixup doesn't start till after 9PP which is linear. All an opponent has to do blow up the entire string is 2P or better yet low crush as soon as they have blocked 9P or sidestep as usual. Of course you can read the low and low hold to protect yourself but do you really want to play a guessing game on block after this move just so you can use a lackluster string?

Kokoro is a very straightforward character. Her tools are not complex or difficult to understand in the least and she is alot safer than the rest of the cast; This is what makes her a beginner character. A character that is easy to learn and play has all of those attributes. Mashing out strings is invalid because that is a dumb thing to do and isn't the way to win with any character.

I never said 2H+K was bad. That is indeed a staple move as it is a great crush. I have only stated that it is unwise to complete the string all the time. I use it for the same tactics you have described and only finish the string after people start disrespecting my free cancel attempts.

As for slow standalone launchers go into training mode and set stagger escape to fastest and reaction to guard all for the CPU. Tell me how many times you get a successful launch with 4P+K, 9K, 7K, 2P+K, 33P+K , P+K without having to resort to the following stuns: All Highs, 6KP, 33P and 1P. The reason you will fail to launch 100% of the time is the reason I say Kokoro has slow standalone launchers. Unless you set them up with highs or catch somebody holding wrong her standalone launchers will always lose to stagger escape.

This is why Flaming Muffin mentioned 6KP launching at the threshold. 9P is another move that will launch close to the end of the threshold. You need to know what moves Kokoro has to combat stagger escape if you don't want to see your launchers getting blocked all day long by players who know what stagger escape is and are adept at it.

Thank you for your additions to 1T. I hope this has at least helped you understand a little bit more.
 

PgoezinC

New Member
Ahh, yes, the inevitable refutes to other refutes. Realistically, there is no winner in a match of text, because the foundation itself is paper/rock/scissors. Any argument made has a counter argument because any action can be beat by another action.

9P string isn't nearly as effective because: a) The throw is slower (i22 vs i17) and b) The P ender is super unsafe (-12 vs -7).
My refute wasn't about 9pp being equally effective as pp. I stated that 9pp is a nice string for the same reasons as pp. Regarding the grab, it's entirely based on the 9pp being blocked. Wouldn't it be safe to say that a person that has blocked the start to a string is generally attempting to block the entire string (aside from a counter attack during a gap in a string)? If the 9pp is blocked, the player would be inclined to remain blocking under the expectation of the P ender. If any of us are playing someone that blocks 9pp, and in the 5 frame difference of the grab, is able to react and throw out a counter hit... then we're just simply playing a great player and have plenty of other things to worry about. Please keep in mind that I'm saying "react."

Also, there's a general agreement that 9p is a good poke, so I'll quote myself: "Also, since 9p is generally thrown out as a poke, using it as a string is great against the opponents that try to retaliate on the assumption that it's just a poke."

Now, about the P ender being unsafe at -12, which it is, you're following comment confuses me on what frame advantage numbers suck...
Unfortunately, the stuns that the K and P ender offer both suck. +13/+11 is all you are going to get from them, which isn't enough to extend the stun (with SE).

That being said, it's still her best high crush, and a staple.
I definately agree that 2h+k is a staple move, but to me, double digit frame advantage is wonderful. What I don't understand is that if being at -12 is such a huge detriment (which it is) then why is being +13 so worthless? And again, I realize different players prefer different things based on how they play as an individual, but I personally welcome any frame advantage, even the +3 from Kokoro's 2p string ender.

The H+K after 66P is not guaranteed and can be slow escaped.
"The h+k is the only attack that isn't guaranteed..."

Also, SE has to be entered at it's absolute fastest, and that leaves one remaining frame. Enter SE any slower than the 1 frame cushion, and you eat the h+k, which automatically leads to 151 total dmg. I'd be more cautious of the low-hold-when-stunned player.

This is DOA...there is rarely a situation where you are using launchers outside of stun, so what is your point?
My point apparently was hidden at the end of my comment that you are questioning.

"...Since they launch on normal hit, they have to be slower, otherwise it wouldn't be fair."

Most characters get launches with a normal attack near the threshold, or with certain throws and/or counters. Kokoro has those tools as well (aside from the throw launcher) but also has two raw launchers. Yes, there are limited situations that you'd connect with one. And why is that? Because they're slow. And they're slow to keep them fair. Because a 14 frame raw launcher would be a joke.

9P string is not effective. Do you see a mixup after 9P? Her only option is to go into 9PP which is a high. The mixup doesn't start till after 9PP which is linear. All an opponent has to do blow up the entire string is 2P or better yet low crush as soon as they have blocked 9P or sidestep as usual.
First, please check what I had said about 9p. Telling me there is no mixup after 9p is pointless information since there is no mixup after P.

Second, "All an opponent has to do blow up the entire string is 2P or better yet low crush as soon as they have blocked 9P or sidestep as usual"

If you are capable of 2P'ing or sidestepping the follow up P to 9P, then I bow at your feet.


Thank you for your additions to 1T. I hope this has at least helped you understand a little bit more.
You're welcome. And I look forward to seeing you online sometime for some mirror matches so you can help me understand Kokoro better.
 

Tenryuga

Well-Known Member
PgoezinC

No mixup after P? You have PK that leads into her 3K strings and PP is a natural combo on guard so they are forced to deal with whatever followups you chose to do after PP. Unlike 9PP there isn't anything your opponent can do to interrupt that PP and PK is only getting interupted if it is delayed, held or stepped.

Crushing 9PP really is not difficult. I'm not going to pretend I can do it consistently but I've done it and I've played people that do it on a consistent basis. People do the same thing to her 6PP; That's a major reason Kokoro has a 6p6p string to deal with the people who like to low crush 6PP. The elbow at the end of that 9PP string is not safe either its -12 compared to the -7 from PP6P. I guess we have to agree to disagree but a string with this many holes and exploits to me just isn't effective.

I'll gladly play you if you're on PSN. It will be good practice.
 

FlamingMuffin

Active Member
My refute wasn't about 9pp being equally effective as pp. I stated that 9pp is a nice string for the same reasons as pp. Regarding the grab, it's entirely based on the 9pp being blocked. Wouldn't it be safe to say that a person that has blocked the start to a string is generally attempting to block the entire string (aside from a counter attack during a gap in a string)? If the 9pp is blocked, the player would be inclined to remain blocking under the expectation of the P ender. If any of us are playing someone that blocks 9pp, and in the 5 frame difference of the grab, is able to react and throw out a counter hit... then we're just simply playing a great player and have plenty of other things to worry about. Please keep in mind that I'm saying "react."

I definately agree that 2h+k is a staple move, but to me, double digit frame advantage is wonderful. What I don't understand is that if being at -12 is such a huge detriment (which it is) then why is being +13 so worthless? And again, I realize different players prefer different things based on how they play as an individual, but I personally welcome any frame advantage, even the +3 from Kokoro's 2p string ender.


"The h+k is the only attack that isn't guaranteed..."

Also, SE has to be entered at it's absolute fastest, and that leaves one remaining frame. Enter SE any slower than the 1 frame cushion, and you eat the h+k, which automatically leads to 151 total dmg. I'd be more cautious of the low-hold-when-stunned player.


9PP is just so slow, that you can easily see it and interrupt any additional followups (throw, P, 2K). -12 for 9PPP on block is bad because that gives grapplers their main throw for punishment, and others big throws as well.

+11/+13 isn't bad per ce (like I'll take it), but I'd prefer to get enough advantage to actually extend the stun vs having them able to block all additional followups. I'd rather just do 2H+K and get +8 to avoid the possibility of being countered an additional time.

You need to assume your opponent will SE at max. Pretty much everyone I face online does (as do I), making me rely on non-SEable stuff.
 

Blackburry

Well-Known Member
Standard Donor
"...Since they launch on normal hit, they have to be slower, otherwise it wouldn't be fair."

Most characters get launches with a normal attack near the threshold, or with certain throws and/or counters. Kokoro has those tools as well (aside from the throw launcher) but also has two raw launchers. Yes, there are limited situations that you'd connect with one. And why is that? Because they're slow. And they're slow to keep them fair. Because a 14 frame raw launcher would be a joke.

Regardless of their speed, you still aren't gonna be seeing many situations where you use launchers outside of stun. Unless someone whiffs something that is like -120932093 on whiff(but that doesn't really happen...), or if you are mashing out stun with that move to avoid a throw, but it wouldn't matter if the launcher was slow or fast in that situation either. So yeah, still trying to understand your point on justifying why her launchers are so slow since launchers are primarily used in stun.

Also I feel that you guys underrated Heichu stance a little bit outside of stun. Since Kokoro is a character that is heavy on string mixups it would be foolish for your opponent not to respect your options. Yes options out of heichu can be sidestepped, but so can 99 percent of her moves. Yes she might be able to get thrown out of it, but that crap is kind of risky and unless you are expecting heichu to come out of one of those strings you could just eat HCB damage for missing the punish(I've never even been thrown out of heichu). Heichu isn't something that you can get away with everytime, but I wouldn't say that it is completely useless outside of stun.
 

Bushido

Well-Known Member
Also I feel that you guys underrated Heichu stance a little bit outside of stun. Since Kokoro is a character that is heavy on string mixups it would be foolish for your opponent not to respect your options. Yes options out of heichu can be sidestepped, but so can 99 percent of her moves. Yes she might be able to get thrown out of it, but that crap is kind of risky and unless you are expecting heichu to come out of one of those strings you could just eat HCB damage for missing the punish(I've never even been thrown out of heichu). Heichu isn't something that you can get away with everytime, but I wouldn't say that it is completely useless outside of stun.
Yeah I definitely get what your saying, but I never said it's completely useless outside of stun, it's just a lot riskier.
 
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